diff --git a/source/sw/src/sounds.cpp b/source/sw/src/sounds.cpp index b352f0d56..8bc54ee76 100644 --- a/source/sw/src/sounds.cpp +++ b/source/sw/src/sounds.cpp @@ -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) {