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Correctly assign the sample rate for all Blood SFX formats
- Blood can do 44100 Hz sounds!
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parent
e0e00c4f8c
commit
449a17c2f4
3 changed files with 14 additions and 11 deletions
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@ -511,8 +511,6 @@ int S_AddSoundLump (const char *logicalname, int lump)
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newsfx.LimitRange = 256*256;
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newsfx.LimitRange = 256*256;
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newsfx.bRandomHeader = false;
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newsfx.bRandomHeader = false;
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newsfx.bPlayerReserve = false;
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newsfx.bPlayerReserve = false;
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newsfx.bForce11025 = false;
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newsfx.bForce22050 = false;
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newsfx.bLoadRAW = false;
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newsfx.bLoadRAW = false;
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newsfx.bPlayerCompat = false;
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newsfx.bPlayerCompat = false;
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newsfx.b16bit = false;
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newsfx.b16bit = false;
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@ -520,6 +518,7 @@ int S_AddSoundLump (const char *logicalname, int lump)
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newsfx.bSingular = false;
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newsfx.bSingular = false;
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newsfx.bTentative = false;
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newsfx.bTentative = false;
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newsfx.bPlayerSilent = false;
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newsfx.bPlayerSilent = false;
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newsfx.RawRate = 0;
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newsfx.link = sfxinfo_t::NO_LINK;
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newsfx.link = sfxinfo_t::NO_LINK;
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newsfx.Rolloff.RolloffType = ROLLOFF_Doom;
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newsfx.Rolloff.RolloffType = ROLLOFF_Doom;
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newsfx.Rolloff.MinDistance = 0;
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newsfx.Rolloff.MinDistance = 0;
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@ -1414,13 +1413,17 @@ static void S_AddBloodSFX (int lumpnum)
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{
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{
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const char *name = Wads.GetLumpFullName(lumpnum);
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const char *name = Wads.GetLumpFullName(lumpnum);
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sfxnum = S_AddSound(name, rawlump);
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sfxnum = S_AddSound(name, rawlump);
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if (sfx->Format == 5)
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if (sfx->Format < 5 || sfx->Format > 12)
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{
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{ // [0..4] + invalid formats
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S_sfx[sfxnum].bForce22050 = true;
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S_sfx[sfxnum].RawRate = 11025;
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}
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}
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else // I don't know any other formats for this
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else if (sfx->Format < 9)
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{
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{ // [5..8]
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S_sfx[sfxnum].bForce11025 = true;
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S_sfx[sfxnum].RawRate = 22050;
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}
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else
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{ // [9..12]
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S_sfx[sfxnum].RawRate = 44100;
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}
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}
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S_sfx[sfxnum].bLoadRAW = true;
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S_sfx[sfxnum].bLoadRAW = true;
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S_sfx[sfxnum].LoopStart = LittleLong(sfx->LoopStart);
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S_sfx[sfxnum].LoopStart = LittleLong(sfx->LoopStart);
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@ -1334,7 +1334,7 @@ sfxinfo_t *S_LoadSound(sfxinfo_t *sfx)
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if (sfx->bLoadRAW)
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if (sfx->bLoadRAW)
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{
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{
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len = Wads.LumpLength (sfx->lumpnum);
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len = Wads.LumpLength (sfx->lumpnum);
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frequency = (sfx->bForce22050 ? 22050 : 11025);
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frequency = sfx->RawRate;
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}
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}
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else
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else
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{
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{
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@ -49,8 +49,6 @@ struct sfxinfo_t
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WORD bRandomHeader:1;
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WORD bRandomHeader:1;
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WORD bPlayerReserve:1;
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WORD bPlayerReserve:1;
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WORD bForce11025:1;
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WORD bForce22050:1;
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WORD bLoadRAW:1;
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WORD bLoadRAW:1;
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WORD bPlayerCompat:1;
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WORD bPlayerCompat:1;
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WORD b16bit:1;
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WORD b16bit:1;
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@ -59,6 +57,8 @@ struct sfxinfo_t
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WORD bTentative:1;
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WORD bTentative:1;
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WORD bPlayerSilent:1; // This player sound is intentionally silent.
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WORD bPlayerSilent:1; // This player sound is intentionally silent.
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WORD RawRate; // Sample rate to use when bLoadRAW is true
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int LoopStart; // -1 means no specific loop defined
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int LoopStart; // -1 means no specific loop defined
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unsigned int link;
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unsigned int link;
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