- fixed sprite changing logic for developer commentaries and attenuate the music while commentaries are playing.

This commit is contained in:
Christoph Oelckers 2020-09-27 12:52:26 +02:00
parent 392c9ec0d6
commit a5984ddc7c
2 changed files with 7 additions and 3 deletions

View file

@ -267,8 +267,8 @@ bool checkhitswitch_d(int snum, int w, int switchtype)
case DEVELOPERCOMMENTARY + 1: //Twentieth Anniversary World Tour
if (switchtype == 1)
{
sprite[w].picnum--;
StopCommentary();
sprite[w].picnum = DEVELOPERCOMMENTARY;
return true;
}
return false;
@ -276,7 +276,7 @@ bool checkhitswitch_d(int snum, int w, int switchtype)
if (switchtype == 1)
{
if (StartCommentary(lotag, w))
sprite[w].picnum++;
sprite[w].picnum = DEVELOPERCOMMENTARY+1;
return true;
}
return false;

View file

@ -43,6 +43,8 @@ source as it is released.
#include "mapinfo.h"
#include "raze_sound.h"
#include "gamestate.h"
#include "names_d.h"
#include "i_music.h"
CVAR(Bool, wt_forcemidi, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // quick hack to disable the oggs, which are of lower quality than playing the MIDIs with a good synth and sound font.
CVAR(Bool, wt_forcevoc, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // The same for sound effects. The re-recordings are rather poor and disliked
@ -88,7 +90,8 @@ public:
{
UnloadSound(schan->SoundID);
currentCommentarySound = 0;
sprite[currentCommentarySprite].picnum--;
sprite[currentCommentarySprite].picnum = DEVELOPERCOMMENTARY;
I_SetRelativeVolume(1.0f);
}
SoundEngine::SoundDone(schan);
}
@ -831,6 +834,7 @@ bool StartCommentary(int tag, int sprnum)
soundEngine->StartSound(SOURCE_None, nullptr, nullptr, CHAN_VOICE, CHANF_UI | CHANF_TRANSIENT | CHANF_OVERLAP, id, 1.f, 0.f);
currentCommentarySound = id;
currentCommentarySprite = sprnum;
I_SetRelativeVolume(0.25f);
return true;
}
return false;