- added some helper code to deal with the fact that the sound system still needs to operate on sprites.

This commit is contained in:
Christoph Oelckers 2020-11-07 10:02:11 +01:00
parent ade1a80515
commit 976675c816
1 changed files with 19 additions and 7 deletions

View File

@ -53,6 +53,18 @@ CVAR(Bool, wt_commentary, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
BEGIN_DUKE_NS
// These are needed until real objects can be used for actors.
inline void* sndActor(DDukeActor* actor)
{
return actor ? &actor->s : nullptr;
}
inline DDukeActor* getSndActor(const void* source)
{
// transitional conversation voodoo
return source ? &hittype[((spritetype*)source) - sprite] : nullptr;
}
TArray<FString> specialmusic;
static FSoundID currentCommentarySound;
static DDukeActor* currentCommentarySprite; // todo: GC this once actors become objects
@ -335,7 +347,7 @@ void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3]
}
else if (type == SOURCE_Actor)
{
auto aactor = (DDukeActor*)source;
auto aactor = getSndActor(source);
auto actor = aactor ? &aactor->s : nullptr;
assert(actor != nullptr);
if (actor != nullptr)
@ -493,7 +505,7 @@ int S_PlaySound3D(int sndnum, DDukeActor* actor, const vec3_t* pos, int channel,
else attenuation = (userflags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL ? ATTN_NONE : ATTN_NORM;
if (userflags & SF_LOOP) flags |= CHANF_LOOP;
auto chan = soundEngine->StartSound(SOURCE_Actor, actor, &sndpos, CHAN_AUTO, flags, sndnum+1, attenuation == ATTN_NONE? 0.8f : 1.f, attenuation, nullptr, S_ConvertPitch(pitch));
auto chan = soundEngine->StartSound(SOURCE_Actor, sndActor(actor), &sndpos, CHAN_AUTO, flags, sndnum+1, attenuation == ATTN_NONE? 0.8f : 1.f, attenuation, nullptr, S_ConvertPitch(pitch));
return chan ? 0 : -1;
}
@ -535,7 +547,7 @@ int S_PlayActorSound(int soundNum, DDukeActor* actor, int channel, EChanFlags fl
void S_RelinkActorSound(DDukeActor* from, DDukeActor* to)
{
FVector3 pos = GetSoundPos(&from->s.pos);
soundEngine->RelinkSound(SOURCE_Actor, from, to, &pos);
soundEngine->RelinkSound(SOURCE_Actor, sndActor(from), sndActor(to), &pos);
}
void S_StopSound(int sndNum, DDukeActor* actor, int channel)
@ -545,7 +557,7 @@ void S_StopSound(int sndNum, DDukeActor* actor, int channel)
if (!actor) soundEngine->StopSoundID(sndNum+1);
else
{
if (channel == -1) soundEngine->StopSound(SOURCE_Actor, actor, -1, sndNum + 1);
if (channel == -1) soundEngine->StopSound(SOURCE_Actor, sndActor(actor), -1, sndNum + 1);
else soundEngine->StopSound(SOURCE_Actor, actor, channel, -1);
// StopSound kills the actor reference so this cannot be delayed until ChannelEnded gets called. At that point the actor may also not be valid anymore.
@ -565,7 +577,7 @@ void S_ChangeSoundPitch(int soundNum, DDukeActor* actor, int pitchoffset)
}
else
{
soundEngine->ChangeSoundPitch(SOURCE_Actor, actor, CHAN_AUTO, expitch, soundNum+1);
soundEngine->ChangeSoundPitch(SOURCE_Actor, sndActor(actor), CHAN_AUTO, expitch, soundNum+1);
}
}
@ -580,14 +592,14 @@ int S_CheckActorSoundPlaying(DDukeActor* actor, int soundNum, int channel)
soundNum = GetReplacementSound(soundNum);
if (actor == nullptr) return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1);
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, actor, channel, soundNum+1);
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, sndActor(actor), channel, soundNum+1);
}
// Check if actor <i> is playing any sound.
int S_CheckAnyActorSoundPlaying(DDukeActor* actor)
{
if (!actor) return false;
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &actor->s, CHAN_AUTO, 0);
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, sndActor(actor), CHAN_AUTO, 0);
}
int S_CheckSoundPlaying(int soundNum)