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Added Actor.A_SoundVolume(int slot, double volume) function to ZScript
https://forum.zdoom.org/viewtopic.php?t=57594
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2 changed files with 10 additions and 0 deletions
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@ -979,6 +979,15 @@ DEFINE_ACTION_FUNCTION(AActor, A_StopSound)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SoundVolume)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(channel);
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PARAM_FLOAT(volume);
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S_ChangeSoundVolume(self, channel, static_cast<float>(volume));
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return 0;
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}
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//==========================================================================
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//
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// These come from a time when DECORATE constants did not exist yet and
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@ -1000,6 +1000,7 @@ class Actor : Thinker native
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deprecated("2.3") native void A_BulletAttack();
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native void A_WolfAttack(int flags = 0, sound whattoplay = "weapons/pistol", double snipe = 1.0, int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4, double runspeed = 160.0, class<Actor> pufftype = "BulletPuff");
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native void A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, double volume = 1.0, bool looping = false, double attenuation = ATTN_NORM, bool local = false);
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native void A_SoundVolume(int slot, double volume);
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deprecated("2.3") void A_PlayWeaponSound(sound whattoplay) { A_PlaySound(whattoplay, CHAN_WEAPON); }
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native void A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was...
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deprecated("2.3") native void A_PlaySoundEx(sound whattoplay, name slot, bool looping = false, int attenuation = 0);
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