mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 13:21:04 +00:00
- fixed some of the sound issues in Exhumed
* ambient sounds were constantly restarted resulting in garbled sound. * sound priorities were not checked. This was used to limit some sounds to one instance per actor or to allow terminating other sounds playing on the same actor.
This commit is contained in:
parent
e5a4276a5a
commit
096a2bd4e9
1 changed files with 62 additions and 8 deletions
|
@ -16,6 +16,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||||
*/
|
*/
|
||||||
//-------------------------------------------------------------------------
|
//-------------------------------------------------------------------------
|
||||||
#include "ns.h"
|
#include "ns.h"
|
||||||
|
#include "mmulti.h"
|
||||||
#include "compat.h"
|
#include "compat.h"
|
||||||
#include "baselayer.h"
|
#include "baselayer.h"
|
||||||
#include "build.h"
|
#include "build.h"
|
||||||
|
@ -545,7 +546,7 @@ void UpdateSounds()
|
||||||
int soundx, soundy, soundz;
|
int soundx, soundy, soundz;
|
||||||
short soundsect;
|
short soundsect;
|
||||||
|
|
||||||
void PlayFX2(unsigned short nSound, short nSprite)
|
void PlayFX2(unsigned short nSound, short nSprite, int sectf)
|
||||||
{
|
{
|
||||||
if ((nSound&0x1ff) >= kMaxSounds || !soundEngine->isValidSoundId((nSound & 0x1ff)+1))
|
if ((nSound&0x1ff) >= kMaxSounds || !soundEngine->isValidSoundId((nSound & 0x1ff)+1))
|
||||||
{
|
{
|
||||||
|
@ -553,8 +554,11 @@ void PlayFX2(unsigned short nSound, short nSprite)
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool fullvol = false, hiprio = false;
|
||||||
if (nSprite >= 0)
|
if (nSprite >= 0)
|
||||||
{
|
{
|
||||||
|
fullvol = (nSprite & 0x2000) != 0;
|
||||||
|
hiprio = (nSprite & 0x4000) != 0;
|
||||||
nSprite &= 0xfff;
|
nSprite &= 0xfff;
|
||||||
soundx = sprite[nSprite].x;
|
soundx = sprite[nSprite].x;
|
||||||
soundy = sprite[nSprite].y;
|
soundy = sprite[nSprite].y;
|
||||||
|
@ -562,6 +566,15 @@ void PlayFX2(unsigned short nSound, short nSprite)
|
||||||
}
|
}
|
||||||
|
|
||||||
int nVolume = 255;
|
int nVolume = 255;
|
||||||
|
|
||||||
|
bool allowMultiple = (nSound & 0x2000) != 0;
|
||||||
|
bool forcePlay = (nSound & 0x1000) != 0;
|
||||||
|
bool midprio = (nSound & 0x4000) != 0;
|
||||||
|
|
||||||
|
int prio = 0;
|
||||||
|
if (forcePlay || midprio) prio = 1000;
|
||||||
|
else if (nSprite != -1 && hiprio) prio = 2000;
|
||||||
|
|
||||||
short v10 = (nSound&0xe00)>>9;
|
short v10 = (nSound&0xe00)>>9;
|
||||||
nSound &= 0x1ff;
|
nSound &= 0x1ff;
|
||||||
|
|
||||||
|
@ -570,16 +583,57 @@ void PlayFX2(unsigned short nSound, short nSprite)
|
||||||
|
|
||||||
GetSpriteSoundPitch(&nVolume, &nPitch);
|
GetSpriteSoundPitch(&nVolume, &nPitch);
|
||||||
|
|
||||||
|
vec3_t v = { soundx, soundy, soundz };
|
||||||
|
FVector3 vv = GetSoundPos(&v);
|
||||||
|
|
||||||
|
// Check if this sound is allowed to play or if it must stop some other sound.
|
||||||
|
if (!forcePlay)
|
||||||
|
{
|
||||||
|
bool res = soundEngine->EnumerateChannels([=](FSoundChan* chan)
|
||||||
|
{
|
||||||
|
if (chan->SourceType == SOURCE_Actor && nSprite != -1)
|
||||||
|
{
|
||||||
|
if (prio >= chan->UserData)
|
||||||
|
{
|
||||||
|
if (chan->SoundID == nSound + 1)
|
||||||
|
{
|
||||||
|
if (!allowMultiple && &sprite[nSprite] == chan->Source)
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
else if (&sprite[nSprite] == chan->Source)
|
||||||
|
{
|
||||||
|
soundEngine->StopChannel(chan);
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
else if (chan->SourceType == SOURCE_Unattached && nSprite == -1)
|
||||||
|
{
|
||||||
|
if (chan->SoundID == nSound + 1)
|
||||||
|
{
|
||||||
|
if (vv.X == chan->Point[0] && vv.Y == chan->Point[1] && vv.Z == chan->Point[2])
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
});
|
||||||
|
if (res) return;
|
||||||
|
}
|
||||||
|
FSoundChan* chan = nullptr;
|
||||||
if (nSprite >= 0)
|
if (nSprite >= 0)
|
||||||
{
|
{
|
||||||
if (soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[nSprite], CHAN_BODY, nSound + 1)) return;
|
chan = soundEngine->StartSound(SOURCE_Actor, &sprite[nSprite], nullptr, CHAN_BODY, CHANF_OVERLAP, nSound+1, nVolume / 255.f,fullvol? 0.5 : ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f);
|
||||||
soundEngine->StartSound(SOURCE_Actor, &sprite[nSprite], nullptr, CHAN_BODY, CHANF_OVERLAP, nSound+1, nVolume / 255.f, ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
vec3_t v = { soundx, soundy, soundz };
|
chan = soundEngine->StartSound(SOURCE_Unattached, nullptr, &vv, CHAN_BODY, CHANF_OVERLAP, nSound+1, nVolume / 255.f, ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f);
|
||||||
FVector3 vv = GetSoundPos(&v);
|
}
|
||||||
soundEngine->StartSound(SOURCE_Unattached, nullptr, &vv, CHAN_BODY, CHANF_OVERLAP, nSound+1, nVolume / 255.f, ATTN_NONE, nullptr, (11025 + nPitch) / 11025.f);
|
if (chan)
|
||||||
|
{
|
||||||
|
if (sectf) chan->UserData = 2000;
|
||||||
|
else chan->UserData = prio;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Nuke: added nSprite >= 0 check
|
// Nuke: added nSprite >= 0 check
|
||||||
|
@ -599,7 +653,7 @@ void PlayFXAtXYZ(unsigned short ax, int x, int y, int z, int nSector)
|
||||||
soundy = y;
|
soundy = y;
|
||||||
soundz = z;
|
soundz = z;
|
||||||
soundsect = nSector&0x3fff;
|
soundsect = nSector&0x3fff;
|
||||||
PlayFX2(ax, -1);
|
PlayFX2(ax, -1, nSector & 0x4000);
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -614,7 +668,7 @@ void CheckAmbience(short nSector)
|
||||||
{
|
{
|
||||||
short nSector2 = SectSoundSect[nSector];
|
short nSector2 = SectSoundSect[nSector];
|
||||||
walltype* pWall = &wall[sector[nSector2].wallptr];
|
walltype* pWall = &wall[sector[nSector2].wallptr];
|
||||||
if (!soundEngine->IsSourcePlayingSomething(SOURCE_Ambient, &amb, -1))
|
if (!soundEngine->IsSourcePlayingSomething(SOURCE_Ambient, &amb, 0))
|
||||||
{
|
{
|
||||||
vec3_t v = { pWall->x, pWall->y, sector[nSector2].floorz };
|
vec3_t v = { pWall->x, pWall->y, sector[nSector2].floorz };
|
||||||
amb = GetSoundPos(&v);
|
amb = GetSoundPos(&v);
|
||||||
|
|
Loading…
Reference in a new issue