Make deletion of an ambient sound MUSICANDSFX sprite stop its sound again.

Add a test case source/lunatic/test/delmusicsfx.lua.

git-svn-id: https://svn.eduke32.com/eduke32@3822 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-05-28 19:52:51 +00:00
parent 360aae414f
commit 1715b7631f
2 changed files with 57 additions and 0 deletions

View file

@ -596,6 +596,12 @@ void A_DeleteSprite(int32_t s)
A_DeleteLight(s);
#endif
if (sprite[s].picnum == MUSICANDSFX && actor[s].t_data[8]==1)
{
// AMBIENT_SFX_PLAYING
S_StopEnvSound(sprite[s].lotag, s);
}
// NetAlloc
if (Net_IsRelevantSprite(s))
{
@ -1328,6 +1334,7 @@ ACTOR_STATIC void G_MoveFX(void)
if (T2 != ud.config.SoundToggle)
{
// If sound playback was toggled, restart.
T2 = ud.config.SoundToggle;
T1 = 0;
}
@ -1371,6 +1378,8 @@ ACTOR_STATIC void G_MoveFX(void)
if (x < ht && T1 == 0 && FX_VoiceAvailable(g_sounds[s->lotag].pr-1))
{
// Start playing an ambience sound.
char om = g_sounds[s->lotag].m;
if (g_numEnvSoundsPlaying == ud.config.NumVoices)
{
@ -1392,10 +1401,14 @@ ACTOR_STATIC void G_MoveFX(void)
A_PlaySound(s->lotag,i);
g_sounds[s->lotag].m = om;
T1 = 1;
T9 = 1; // AMBIENT_SFX_PLAYING
}
else if (x >= ht && T1 == 1)
{
// Stop playing ambience sound because we're out of its range.
// T1 = 0;
T9 = 0;
S_StopEnvSound(s->lotag,i);
}
}

View file

@ -0,0 +1,44 @@
local con = require "con"
local spritesofstat = spritesofstat
local Inf = 0/1
-- Insert MUSICANDSFX? (Delete it otherwise.)
-- XXX: should be a per-player gamevar, but this is testing code.
local insp = false
local hitag, lotag = 0, 0
gameevent("JUMP",
function(aci, pli)
local ps = player[pli]
if (insp) then
-- Insert MUSICANDSFX sprite with same lo-/hitag as last deleted one.
local spr = sprite[con.spawn(aci, 5)]
spr.lotag, spr.hitag = lotag, hitag
else
-- Delete nearest MUSICANDSFX sprite.
local nearestdst = Inf
local nearesti = -1
for i in spritesofstat(gv.STAT_FX) do
local dst = (sprite[i]-ps.pos):len2()
if (nearesti == -1 or dst < nearestdst) then
nearesti = i
nearestdst = dst
end
end
if (nearesti >= 0) then
local spr = sprite[nearesti]
lotag, hitag = spr.lotag, spr.hitag
actor.delete(nearesti)
end
end
insp = not insp
end)