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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
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8b3f6b55e3
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2ce5f1936f
1 changed files with 6 additions and 6 deletions
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@ -474,7 +474,7 @@ PlaySong(char *song_file_name, int cdaudio_track, SWBOOL loop, SWBOOL restart)
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if (LoadSong(waveformtrack))
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if (LoadSong(waveformtrack))
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{
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{
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SongVoice = FX_Play(SongPtr, SongLength, 0, 0, 0,
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SongVoice = FX_Play(SongPtr, SongLength, 0, 0, 0,
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255, 255, 255, FX_MUSIC_PRIORITY, MUSIC_ID);
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255, 255, 255, FX_MUSIC_PRIORITY, 1.f, MUSIC_ID);
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if (SongVoice > FX_Ok)
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if (SongVoice > FX_Ok)
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{
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{
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SongType = SongTypeWave;
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SongType = SongTypeWave;
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@ -510,7 +510,7 @@ PlaySong(char *song_file_name, int cdaudio_track, SWBOOL loop, SWBOOL restart)
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else
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else
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{
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{
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SongVoice = FX_Play(SongPtr, SongLength, 0, 0, 0,
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SongVoice = FX_Play(SongPtr, SongLength, 0, 0, 0,
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255, 255, 255, FX_MUSIC_PRIORITY, MUSIC_ID);
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255, 255, 255, FX_MUSIC_PRIORITY, 1.f, MUSIC_ID);
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if (SongVoice > FX_Ok)
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if (SongVoice > FX_Ok)
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{
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{
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SongType = SongTypeWave;
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SongType = SongTypeWave;
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@ -1022,7 +1022,7 @@ PlaySound(int num, int *x, int *y, int *z, Voc3D_Flags flags)
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if (sound_dist < 255 || (flags & v3df_init))
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if (sound_dist < 255 || (flags & v3df_init))
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{
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{
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voice = FX_Play((char *)vp->data, vp->datalen, 0, 0,
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voice = FX_Play((char *)vp->data, vp->datalen, 0, 0,
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pitch, loopvol, loopvol, loopvol, priority, num);
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pitch, loopvol, loopvol, loopvol, priority, 1.f, num); // [JM] Should probably utilize floating point volume. !CHECKME!
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}
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}
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else
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else
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voice = -1;
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voice = -1;
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@ -1032,13 +1032,13 @@ PlaySound(int num, int *x, int *y, int *z, Voc3D_Flags flags)
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//if(!flags & v3df_init) // If not initing sound, play it
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//if(!flags & v3df_init) // If not initing sound, play it
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if (tx==0 && ty==0 && tz==0) // It's a non-inlevel sound
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if (tx==0 && ty==0 && tz==0) // It's a non-inlevel sound
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{
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{
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voice = FX_Play((char *)vp->data, vp->datalen, -1, -1, pitch, 255, 255, 255, priority, num);
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voice = FX_Play((char *)vp->data, vp->datalen, -1, -1, pitch, 255, 255, 255, priority, 1.f, num); // [JM] And here !CHECKME!
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}
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}
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else // It's a 3d sound
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else // It's a 3d sound
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{
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{
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if (sound_dist < 255)
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if (sound_dist < 255)
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{
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{
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voice = FX_Play3D((char *)vp->data, vp->datalen, FX_ONESHOT, pitch, angle, sound_dist, priority, num);
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voice = FX_Play3D((char *)vp->data, vp->datalen, FX_ONESHOT, pitch, angle, sound_dist, priority, 1.f, num); // [JM] And here !CHECKME!
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}
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}
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else
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else
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voice = -1;
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voice = -1;
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@ -1077,7 +1077,7 @@ void PlaySoundRTS(int rts_num)
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ASSERT(rtsptr);
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ASSERT(rtsptr);
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voice = FX_Play3D(rtsptr, RTS_SoundLength(rts_num - 1), FX_ONESHOT, 0, 0, 0, 255, -rts_num);
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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!
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if (voice <= FX_Ok)
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if (voice <= FX_Ok)
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{
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{
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