Added "local" parameters to A_PlaySound and ACS PlaySound

This commit is contained in:
nashmuhandes 2016-10-16 02:50:21 +08:00 committed by Rachael Alexanderson
parent f619e8ece1
commit 578bf9b09c
5 changed files with 37 additions and 6 deletions

View file

@ -5350,7 +5350,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
case ACSF_PlaySound:
case ACSF_PlayActorSound:
// PlaySound(tid, "SoundName", channel, volume, looping, attenuation)
// PlaySound(tid, "SoundName", channel, volume, looping, attenuation, local)
{
FSoundID sid;
@ -5371,6 +5371,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
float vol = argCount > 3 ? ACSToFloat(args[3]) : 1.f;
INTBOOL looping = argCount > 4 ? args[4] : false;
float atten = argCount > 5 ? ACSToFloat(args[5]) : ATTN_NORM;
INTBOOL local = argCount > 6 ? args[6] : false;
if (args[0] == 0)
{
@ -5387,11 +5388,11 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
{
if (!looping)
{
S_Sound(spot, chan, sid, vol, atten);
S_PlaySound(spot, chan, sid, vol, atten, local);
}
else if (!S_IsActorPlayingSomething(spot, chan & 7, sid))
{
S_Sound(spot, chan | CHAN_LOOP, sid, vol, atten);
S_PlaySound(spot, chan | CHAN_LOOP, sid, vol, atten, local);
}
}
}

View file

@ -1032,16 +1032,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound)
PARAM_FLOAT_OPT (volume) { volume = 1; }
PARAM_BOOL_OPT (looping) { looping = false; }
PARAM_FLOAT_OPT (attenuation) { attenuation = ATTN_NORM; }
PARAM_BOOL_OPT (local) { local = false; }
if (!looping)
{
S_Sound (self, channel, soundid, (float)volume, (float)attenuation);
S_PlaySound(self, channel, soundid, (float)volume, (float)attenuation, local);
}
else
{
if (!S_IsActorPlayingSomething (self, channel&7, soundid))
{
S_Sound (self, channel | CHAN_LOOP, soundid, (float)volume, (float)attenuation);
S_PlaySound(self, channel | CHAN_LOOP, soundid, (float)volume, (float)attenuation, local);
}
}
return 0;

View file

@ -1301,6 +1301,32 @@ void S_Sound (const sector_t *sec, int channel, FSoundID sfxid, float volume, fl
S_StartSound (NULL, sec, NULL, NULL, channel, sfxid, volume, attenuation);
}
//==========================================================================
//
// S_PlaySound - Subfunction used by ACS and DECORATE
//
// Has a local parameter to make the sound audible only to the source
//
//==========================================================================
void S_PlaySound(AActor *a, int chan, FSoundID sid, float vol, float atten, bool local)
{
if (a == nullptr)
return;
if (!local)
{
S_Sound(a, chan, sid, vol, atten);
}
else
{
if (a->CheckLocalView(consoleplayer))
{
S_Sound(chan, sid, vol, ATTN_NONE);
}
}
}
//==========================================================================
//
// S_LoadSound

View file

@ -241,6 +241,9 @@ void S_Sound (const FPolyObj *poly, int channel, FSoundID sfxid, float volume, f
void S_Sound (const sector_t *sec, int channel, FSoundID sfxid, float volume, float attenuation);
void S_Sound(const DVector3 &pos, int channel, FSoundID sfxid, float volume, float attenuation);
// [Nash] Used by ACS and DECORATE
void S_PlaySound(AActor *a, int chan, FSoundID sid, float vol, float atten, bool local);
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) always override a playing sound on that channel

View file

@ -191,7 +191,7 @@ ACTOR Actor native //: Thinker
action native A_ComboAttack();
action native A_BulletAttack();
action native A_WolfAttack(int flags = 0, sound whattoplay = "weapons/pistol", float snipe = 1.0, int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4, float runspeed = 160.0, class<Actor> pufftype = "BulletPuff");
action native A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, float volume = 1.0, bool looping = false, float attenuation = ATTN_NORM);
action native A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, float volume = 1.0, bool looping = false, float attenuation = ATTN_NORM, bool local = false);
native void A_PlayWeaponSound(sound whattoplay);
action native A_FLoopActiveSound();
action native A_LoopActiveSound();