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- Store ambient sound names as FSoundID rather than as FString.
SVN r3843 (trunk)
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parent
39ff34645f
commit
cc4aadbfaf
1 changed files with 4 additions and 4 deletions
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@ -123,7 +123,7 @@ struct FAmbientSound
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int periodmax; // max # of tics for random ambients
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int periodmax; // max # of tics for random ambients
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float volume; // relative volume of sound
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float volume; // relative volume of sound
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float attenuation;
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float attenuation;
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FString sound; // Logical name of sound to play
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FSoundID sound; // Sound to play
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};
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};
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TMap<int, FAmbientSound> Ambients;
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TMap<int, FAmbientSound> Ambients;
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@ -1004,10 +1004,10 @@ static void S_AddSNDINFO (int lump)
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ambient->periodmax = 0;
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ambient->periodmax = 0;
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ambient->volume = 0;
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ambient->volume = 0;
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ambient->attenuation = 0;
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ambient->attenuation = 0;
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ambient->sound = "";
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ambient->sound = 0;
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sc.MustGetString ();
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sc.MustGetString ();
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ambient->sound = sc.String;
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ambient->sound = FSoundID(S_FindSoundTentative(sc.String));
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ambient->attenuation = 0;
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ambient->attenuation = 0;
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sc.MustGetString ();
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sc.MustGetString ();
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@ -2125,7 +2125,7 @@ void AAmbientSound::Tick ()
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loop = CHAN_LOOP;
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loop = CHAN_LOOP;
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}
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}
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if (ambient->sound.IsNotEmpty())
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if (ambient->sound != 0)
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{
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{
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// The second argument scales the ambient sound's volume.
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// The second argument scales the ambient sound's volume.
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// 0 and 100 are normal volume. The maximum volume level
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// 0 and 100 are normal volume. The maximum volume level
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