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- call the proper functions to stop sounds in Shadow Warrior.
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c8aa006f82
commit
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2 changed files with 4 additions and 4 deletions
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@ -699,7 +699,7 @@ extern SWBOOL InMenuLevel;
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PauseAction();
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TerminateLevel();
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}
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Terminate3DSounds();
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StopFX();
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return true;
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}
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@ -726,7 +726,6 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
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int StateNdx;
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int StateEndNdx;
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StopFX();
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Saveable_Init();
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auto filr = ReadSavegameChunk("snapshot.sw");
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@ -52,6 +52,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "z_music.h"
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#include "sound/s_soundinternal.h"
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#include "filesystem/filesystem.h"
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#include "serializer.h"
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BEGIN_SW_NS
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@ -216,7 +217,6 @@ struct AmbientSound
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static TArray<AmbientSound*> ambients;
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//==========================================================================
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//
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//
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@ -228,6 +228,7 @@ void StopAmbientSound(void)
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for (auto amb : ambients)
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{
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soundEngine->StopSound(SOURCE_Ambient, amb, -1);
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delete amb;
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}
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ambients.Clear();
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}
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@ -267,7 +268,7 @@ void InitAmbient(int num, SPRITEp sp)
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amb->sp = sp;
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amb->ambIndex = num;
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amb->vocIndex = vnum;
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amb->ChanFlags = 0;
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amb->ChanFlags = CHANF_TRANSIENT;
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if (ambarray[num].ambient_flags & v3df_dontpan) amb->ChanFlags |= EChanFlags::FromInt(CHANEXF_DONTPAN);
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if (voc[vnum].voc_flags & vf_loop) amb->ChanFlags |= CHANF_LOOP;
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amb->maxIndex = ambarray[num].maxtics * 8;
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