SW: Added 1.f to floating point volume parameter of FX_Play(3D) calls, will need a proper implementation at some point.

Patch from Striker.

git-svn-id: https://svn.eduke32.com/eduke32@7518 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
hendricks266 2019-04-08 06:27:09 +00:00 committed by Christoph Oelckers
parent 8b3f6b55e3
commit 2ce5f1936f

View file

@ -474,7 +474,7 @@ PlaySong(char *song_file_name, int cdaudio_track, SWBOOL loop, SWBOOL restart)
if (LoadSong(waveformtrack))
{
SongVoice = FX_Play(SongPtr, SongLength, 0, 0, 0,
255, 255, 255, FX_MUSIC_PRIORITY, MUSIC_ID);
255, 255, 255, FX_MUSIC_PRIORITY, 1.f, MUSIC_ID);
if (SongVoice > FX_Ok)
{
SongType = SongTypeWave;
@ -510,7 +510,7 @@ PlaySong(char *song_file_name, int cdaudio_track, SWBOOL loop, SWBOOL restart)
else
{
SongVoice = FX_Play(SongPtr, SongLength, 0, 0, 0,
255, 255, 255, FX_MUSIC_PRIORITY, MUSIC_ID);
255, 255, 255, FX_MUSIC_PRIORITY, 1.f, MUSIC_ID);
if (SongVoice > FX_Ok)
{
SongType = SongTypeWave;
@ -1022,7 +1022,7 @@ PlaySound(int num, int *x, int *y, int *z, Voc3D_Flags flags)
if (sound_dist < 255 || (flags & v3df_init))
{
voice = FX_Play((char *)vp->data, vp->datalen, 0, 0,
pitch, loopvol, loopvol, loopvol, priority, num);
pitch, loopvol, loopvol, loopvol, priority, 1.f, num); // [JM] Should probably utilize floating point volume. !CHECKME!
}
else
voice = -1;
@ -1032,13 +1032,13 @@ PlaySound(int num, int *x, int *y, int *z, Voc3D_Flags flags)
//if(!flags & v3df_init) // If not initing sound, play it
if (tx==0 && ty==0 && tz==0) // It's a non-inlevel sound
{
voice = FX_Play((char *)vp->data, vp->datalen, -1, -1, pitch, 255, 255, 255, priority, num);
voice = FX_Play((char *)vp->data, vp->datalen, -1, -1, pitch, 255, 255, 255, priority, 1.f, num); // [JM] And here !CHECKME!
}
else // It's a 3d sound
{
if (sound_dist < 255)
{
voice = FX_Play3D((char *)vp->data, vp->datalen, FX_ONESHOT, pitch, angle, sound_dist, priority, num);
voice = FX_Play3D((char *)vp->data, vp->datalen, FX_ONESHOT, pitch, angle, sound_dist, priority, 1.f, num); // [JM] And here !CHECKME!
}
else
voice = -1;
@ -1077,7 +1077,7 @@ void PlaySoundRTS(int rts_num)
ASSERT(rtsptr);
voice = FX_Play3D(rtsptr, RTS_SoundLength(rts_num - 1), FX_ONESHOT, 0, 0, 0, 255, -rts_num);
voice = FX_Play3D(rtsptr, RTS_SoundLength(rts_num - 1), FX_ONESHOT, 0, 0, 0, 255, 1.f, -rts_num); // [JM] Float volume here too I bet. !CHECKME!
if (voice <= FX_Ok)
{