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Ambience sound for 3d-mode mapster. Some consistency problems remain.
git-svn-id: https://svn.eduke32.com/eduke32@1251 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
38458d1a54
commit
8d1da3e070
3 changed files with 119 additions and 10 deletions
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@ -1582,7 +1582,7 @@ ENDFOR1:
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}
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#define SOUND_NUMDISPLINES IHELP_NUMDISPLINES
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extern char SoundToggle;
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//extern char SoundToggle;
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static int32_t compare_sounds_s(int16_t k1, int16_t k2)
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{
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@ -1739,9 +1739,10 @@ static void SoundDisplay()
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printext16(8L,ydim2d-overridepm16y+8L,editorcolors[12],-1,tempbuf,0);
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enddrawing();
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SoundToggle = 1;
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// SoundToggle = 1;
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while (keystatus[KEYSC_ESC]==0 && keystatus[KEYSC_Q]==0 && keystatus[KEYSC_F2]==0)
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while (keystatus[KEYSC_ESC]==0 && keystatus[KEYSC_Q]==0 && keystatus[KEYSC_F2]==0
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&& keystatus[buildkeys[BK_MODE2D_3D]]==0) // quickjump to 3d mode
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{
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if (handleevents())
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{
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@ -1920,13 +1921,93 @@ static void SoundDisplay()
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FX_StopAllSounds();
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S_ClearSoundLocks();
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SoundToggle = 0;
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// SoundToggle = 0;
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keystatus[KEYSC_ESC] = keystatus[KEYSC_Q] = keystatus[KEYSC_F2] = 0;
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}
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}
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// PK_ ^^^^
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// from sector.c
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static int32_t dist(spritetype *s1,spritetype *s2)
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{
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int32_t x= klabs(s1->x-s2->x);
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int32_t y= klabs(s1->y-s2->y);
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int32_t z= klabs((s1->z-s2->z)>>4);
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if (x<y) swaplong(&x,&y);
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if (x<z) swaplong(&x,&z);
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{
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int32_t t = y + z;
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return (x - (x>>4) + (t>>2) + (t>>3));
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}
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}
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extern int32_t NumVoices;
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extern int32_t g_numEnvSoundsPlaying;
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int32_t AmbienceToggle = 1; //SoundToggle;
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#define T1 (s->filler)
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#define T2 (s->filler)
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// adapted from actors.c
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static void M32_MoveFX(void)
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{
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int32_t i, j;
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int32_t x, ht;
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spritetype *s;
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for (i=headspritestat[0]; i>=0; i=nextspritestat[i])
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{
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s = &sprite[i];
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if (s->picnum == MUSICANDSFX)
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{
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ht = s->hitag;
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if ((T2&2) != AmbienceToggle<<1)
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{
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T2 |= AmbienceToggle<<1;
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T1 &= (~1);
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}
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else if (s->lotag < 999 && (unsigned)sector[s->sectnum].lotag < 9 &&
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AmbienceToggle && sector[s->sectnum].floorz != sector[s->sectnum].ceilingz)
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{
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if ((g_sounds[s->lotag].m&2))
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{
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x = dist((spritetype*)&pos,s);
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if (x < ht && (T1&1) == 0 && FX_VoiceAvailable(g_sounds[s->lotag].pr-1))
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{
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if (g_numEnvSoundsPlaying == NumVoices)
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{
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for (j = headspritestat[0]; j >= 0; j = nextspritestat[j])
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{
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if (s->picnum == MUSICANDSFX && j != i && sprite[j].lotag < 999 &&
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(sprite[j].filler&1) == 1 && /*ActorExtra[j].temp_data[0] == 1 &&*/
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dist(&sprite[j],(spritetype*)&pos) > x)
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{
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S_StopEnvSound(sprite[j].lotag,j);
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break;
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}
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}
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if (j == -1) continue;
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}
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A_PlaySound(s->lotag,i);
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T1 |= 1;
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}
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if (x >= ht && (T1&1) == 1)
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{
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T1 &= (~1);
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S_StopEnvSound(s->lotag,i);
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}
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}
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}
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}
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}
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}
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static void Show3dText(char *name)
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{
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int32_t fp,t;
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@ -3905,6 +3986,12 @@ static void Keys3d(void)
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}
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*/
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if (g_numsounds > 0 && AmbienceToggle)
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{
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M32_MoveFX();
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S_Pan3D();
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}
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if (usedcount && !helpon)
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{
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if (searchstat!=3)
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@ -4122,6 +4209,18 @@ static void Keys3d(void)
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keystatus[KEYSC_F3] = 0;
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}
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if (keystatus[KEYSC_F4])
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{
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AmbienceToggle = 1-AmbienceToggle;
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message("Ambience sounds: %s",AmbienceToggle?"enabled":"disabled");
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if (!AmbienceToggle)
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{
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FX_StopAllSounds();
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S_ClearSoundLocks();
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}
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keystatus[KEYSC_F4] = 0;
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}
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// PK
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if (keystatus[KEYSC_F5])
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{
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@ -5493,7 +5592,11 @@ static void Keys3d(void)
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else SetGAMEPalette();
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if (keystatus[buildkeys[BK_MODE2D_3D]]) // Enter
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{
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SetGAMEPalette();
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FX_StopAllSounds();
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S_ClearSoundLocks();
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}
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//Stick this in 3D part of ExtCheckKeys
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//Also choose your own key scan codes
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@ -8883,8 +8986,10 @@ int32_t parseconsounds(scriptfile *script)
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}
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else
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{
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numsounds += parseconsounds(included);
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int32_t tmp = parseconsounds(included);
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scriptfile_close(included);
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if (tmp < 0) return tmp;
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numsounds += tmp;
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}
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}
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break;
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@ -8996,7 +9101,9 @@ int32_t loadconsounds(char *fn)
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return -1;
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}
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ret = parseconsounds(script);
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if (ret == 0)
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if (ret < 0)
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initprintf("There was an error parsing '%s'.\n", fn);
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else if (ret == 0)
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initprintf("'%s' doesn't contain sound definitions. No sounds loaded.\n", fn);
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else
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initprintf("Loaded %d sound definitions.\n", ret);
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@ -53,7 +53,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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static char SM32_havesound = 0;
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extern sound_t g_sounds[MAXSOUNDS];
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char SoundToggle = 0;
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char SoundToggle = 1;
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int32_t NumVoices = 32;
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int32_t backflag,g_numEnvSoundsPlaying;
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@ -75,7 +76,7 @@ int32_t S_SoundStartup(void)
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int32_t status, err = 0;
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// TODO: read config
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int32_t FXVolume=220, NumVoices=32, NumChannels=2, NumBits=16, MixRate, ReverseStereo=0;
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int32_t FXVolume=220, /*NumVoices=32,*/ NumChannels=2, NumBits=16, MixRate, ReverseStereo=0;
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#if defined(_WIN32)
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MixRate = 44100;
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#else
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@ -178,7 +179,7 @@ extern int16_t ang, cursectnum;
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int32_t S_PlaySoundXYZ(int32_t num, int32_t i, const vec3_t *pos)
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{
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int32_t sndist, cx, cy, cz, j,k;
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int32_t sndist, cx, cy, cz, j/*,k*/;
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int32_t pitche,pitchs,cs;
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int32_t voice, sndang, ca, pitch;
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@ -519,6 +520,7 @@ void S_TestSoundCallback(uint32_t num)
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if (sprite[i].picnum == MUSICANDSFX && sector[sprite[i].sectnum].lotag < 3 && sprite[i].lotag < 999)
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{
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// ActorExtra[i].temp_data[0] = 0;
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sprite[i].filler &= (~1);
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if ((j + 1) < k)
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{
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g_sounds[num].SoundOwner[j].voice = g_sounds[num].SoundOwner[k-1].voice;
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@ -23,6 +23,7 @@ int32_t S_SoundStartup(void);
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void S_SoundShutdown(void);
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int32_t S_PlaySoundXYZ(int32_t, int32_t, const vec3_t*);
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void S_PlaySound(int32_t);
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int32_t A_PlaySound(uint32_t num, int32_t i);
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void A_StopSound(int32_t num, int32_t i);
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void S_StopSound(int32_t num);
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void S_StopEnvSound(int32_t num,int32_t i);
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@ -31,7 +32,6 @@ int32_t A_CheckSoundPlaying(int32_t i, int32_t num);
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int32_t S_CheckSoundPlaying(int32_t i, int32_t num);
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void S_ClearSoundLocks(void);
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#define MAXSOUNDS 2560
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#endif
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