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- Exhumed: Fully initialize the sfxinfo struct for newly added sounds
This was using its own incomplete code instead of calling AddSoundLump for it.
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46a1fe3826
commit
dd5c3eee91
1 changed files with 6 additions and 12 deletions
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@ -191,23 +191,17 @@ int LoadSound(const char* name)
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auto lump = S_LookupSound(filename);
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auto lump = S_LookupSound(filename);
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if (lump > 0)
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if (lump > 0)
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{
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{
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auto &S_sfx = soundEngine->GetSounds();
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S_sfx.Reserve(1);
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int retval = S_sfx.Size() - 2;
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auto check = fileSystem.GetFileData(lump);
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auto check = fileSystem.GetFileData(lump);
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bool loops = false;
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if (check.Size() > 26 && check[26] == 6 && !memcmp("Creative Voice File", check.Data(), 19))
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if (check.Size() > 26 && check[26] == 6 && !memcmp("Creative Voice File", check.Data(), 19))
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{
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{
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// This game uses the actual loop point information in the sound data as its only means to check if a sound is looped.
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// This game uses the actual loop point information in the sound data as its only means to check if a sound is looped.
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looped[retval] = true;
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loops = true;
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}
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}
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auto& newsfx = S_sfx.Last();
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int retval = soundEngine->AddSoundLump(nname, lump, -1, 6);
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newsfx.Clear();
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soundEngine->CacheSound(retval);
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newsfx.name = nname;
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looped[retval-1] = loops;
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newsfx.lumpnum = lump;
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return retval - 1;
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newsfx.NearLimit = 6;
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newsfx.bTentative = false;
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soundEngine->CacheSound(retval + 1);
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return retval;
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}
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}
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else if (!ISDEMOVER) // demo tries to load sound files it doesn't have
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else if (!ISDEMOVER) // demo tries to load sound files it doesn't have
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{
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{
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