- fixed linked sound resolving

Hash indices and sound ids were used interchangeably but they are different entities

https://forum.zdoom.org/viewtopic.php?t=66618
This commit is contained in:
alexey.lysiuk 2019-12-12 18:30:11 +02:00 committed by Christoph Oelckers
parent 1a19dbb52f
commit c3ede69d16
3 changed files with 16 additions and 14 deletions

View File

@ -88,7 +88,7 @@ class DoomSoundEngine : public SoundEngine
bool ValidatePosVel(int sourcetype, const void* source, const FVector3& pos, const FVector3& vel);
TArray<uint8_t> ReadSound(int lumpnum);
int PickReplacement(int refid);
int ResolveSound(const void *ent, int type, sfxinfo_t *sfx, float &attenuation);
FSoundID ResolveSound(const void *ent, int type, FSoundID soundid, float &attenuation) override;
public:
DoomSoundEngine() = default;
@ -305,16 +305,16 @@ DEFINE_ACTION_FUNCTION(DObject, S_Sound)
//
//==========================================================================
int DoomSoundEngine::ResolveSound(const void * ent, int type, sfxinfo_t *sfx, float &attenuation)
FSoundID DoomSoundEngine::ResolveSound(const void * ent, int type, FSoundID soundid, float &attenuation)
{
if (isPlayerReserve(sfx->index))
if (isPlayerReserve(soundid))
{
AActor *src;
if (type != SOURCE_Actor) src = nullptr;
else src = (AActor*)ent;
return S_FindSkinnedSound(src, sfx->index);
return S_FindSkinnedSound(src, soundid);
}
return SoundEngine::ResolveSound(ent, type, sfx, attenuation);
return SoundEngine::ResolveSound(ent, type, soundid, attenuation);
}
//==========================================================================

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@ -350,17 +350,19 @@ bool SoundEngine::ValidatePosVel(const FSoundChan* const chan, const FVector3& p
//
//==========================================================================
int SoundEngine::ResolveSound(const void *, int, sfxinfo_t *sfx, float &attenuation)
FSoundID SoundEngine::ResolveSound(const void *, int, FSoundID soundid, float &attenuation)
{
if (sfx->bRandomHeader)
const sfxinfo_t &sfx = S_sfx[soundid];
if (sfx.bRandomHeader)
{
// Random sounds attenuate based on the original (random) sound as well as the chosen one.
attenuation *= sfx->Attenuation;
return PickReplacement (sfx->index);
attenuation *= sfx.Attenuation;
return PickReplacement (soundid);
}
else
{
return sfx->link;
return sfx.link;
}
}
@ -422,9 +424,9 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
// Resolve player sounds, random sounds, and aliases
while (sfx->link != sfxinfo_t::NO_LINK)
{
auto newid = ResolveSound(source, type, sfx, attenuation);
if (newid < 0) return nullptr;
auto newsfx = &S_sfx[newid];
sound_id = ResolveSound(source, type, sound_id, attenuation);
if (sound_id < 0) return nullptr;
auto newsfx = &S_sfx[sound_id];
if (newsfx != sfx)
{
if (near_limit < 0)

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@ -264,7 +264,7 @@ private:
bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel);
virtual TArray<uint8_t> ReadSound(int lumpnum) = 0;
protected:
virtual int ResolveSound(const void *ent, int srctype, sfxinfo_t *sfx, float &attenuation);
virtual FSoundID ResolveSound(const void *ent, int srctype, FSoundID soundid, float &attenuation);
public:
virtual ~SoundEngine() = default;