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https://github.com/ZDoom/raze-gles.git
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- Exhumed: Switch sounds must use CHANF_LISTENERZ because they use no z-coordinate for their position.
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parent
8cbd67974e
commit
7470286d5b
3 changed files with 10 additions and 10 deletions
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@ -485,7 +485,7 @@ void EXSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
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}
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if ((chanflags & CHANF_LISTENERZ) && type != SOURCE_None)
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{
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pos->Y = fcampos.Z;
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pos->Y = fcampos.Y;
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}
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}
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}
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@ -558,7 +558,7 @@ void GameInterface::UpdateSounds()
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int soundx, soundy, soundz;
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short soundsect;
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void PlayFX2(unsigned short nSound, short nSprite, int sectf)
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void PlayFX2(unsigned short nSound, short nSprite, int sectf, EChanFlags chanflags)
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{
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if (!SoundEnabled()) return;
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if ((nSound&0x1ff) >= kMaxSounds || !soundEngine->isValidSoundId((nSound & 0x1ff)+1))
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@ -637,11 +637,11 @@ void PlayFX2(unsigned short nSound, short nSprite, int sectf)
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FSoundChan* chan = nullptr;
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if (nSprite >= 0)
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{
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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);
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chan = soundEngine->StartSound(SOURCE_Actor, &sprite[nSprite], nullptr, CHAN_BODY, chanflags| CHANF_OVERLAP, nSound+1, nVolume / 255.f,fullvol? 0.5 : ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f);
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}
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else
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{
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chan = soundEngine->StartSound(SOURCE_Unattached, nullptr, &vv, CHAN_BODY, CHANF_OVERLAP, nSound+1, nVolume / 255.f, ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f);
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chan = soundEngine->StartSound(SOURCE_Unattached, nullptr, &vv, CHAN_BODY, chanflags | CHANF_OVERLAP, nSound+1, nVolume / 255.f, ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f);
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}
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if (chan)
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{
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@ -660,13 +660,13 @@ void PlayFX2(unsigned short nSound, short nSprite, int sectf)
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//
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//==========================================================================
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void PlayFXAtXYZ(unsigned short ax, int x, int y, int z, int nSector)
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void PlayFXAtXYZ(unsigned short ax, int x, int y, int z, int nSector, EChanFlags chanflags)
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{
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soundx = x;
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soundy = y;
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soundz = z;
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soundsect = nSector&0x3fff;
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PlayFX2(ax, -1, nSector & 0x4000);
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PlayFX2(ax, -1, nSector & 0x4000, chanflags);
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}
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//==========================================================================
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@ -131,8 +131,8 @@ int LoadSound(const char* sound);
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void BendAmbientSound();
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void CheckAmbience(short nSector);
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void PlayFX2(unsigned short nSound, short nSprite, int sectf = 0);
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void PlayFXAtXYZ(unsigned short nSound, int x, int y, int z, int nSector);
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void PlayFX2(unsigned short nSound, short nSprite, int sectf = 0, EChanFlags chanflags = CHANF_NONE);
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void PlayFXAtXYZ(unsigned short nSound, int x, int y, int z, int nSector, EChanFlags chanflags = CHANF_NONE);
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inline void D3PlayFX(unsigned short nSound, short nVal)
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{
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PlayFX2(nSound, nVal);
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@ -463,7 +463,7 @@ void FuncSwPressSector(int a, int, int nRun)
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if (SwitchData[nSwitch].field_12)
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{
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short nSprite = PlayerList[nPlayer].nSprite;
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PlayFXAtXYZ(StaticSound[nSwitchSound], sprite[nSprite].x, sprite[nSprite].y, 0, sprite[nSprite].sectnum);
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PlayFXAtXYZ(StaticSound[nSwitchSound], sprite[nSprite].x, sprite[nSprite].y, 0, sprite[nSprite].sectnum, CHANF_LISTENERZ);
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StatusMessage(300, "YOU NEED THE KEY FOR THIS DOOR");
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}
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@ -540,7 +540,7 @@ void FuncSwPressWall(int a, int, int nRun)
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short nWall = SwitchData[nSwitch].nWall;
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short nSector = SwitchData[nSwitch].nSector; // CHECKME - where is this set??
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PlayFXAtXYZ(StaticSound[nSwitchSound], wall[nWall].x, wall[nWall].y, 0, nSector);
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PlayFXAtXYZ(StaticSound[nSwitchSound], wall[nWall].x, wall[nWall].y, 0, nSector, CHANF_LISTENERZ);
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return;
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}
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