mirror of
https://github.com/ZDoom/raze-gles.git
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260 lines
7.7 KiB
C++
260 lines
7.7 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include <string.h>
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#include "build.h"
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#include "compat.h"
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#include "common_game.h"
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#include "config.h"
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#include "gameutil.h"
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#include "player.h"
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#include "resource.h"
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#include "sfx.h"
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#include "sound.h"
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#include "trig.h"
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#include "sound/s_soundinternal.h"
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BEGIN_BLD_NS
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class BloodSoundEngine : public SoundEngine
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{
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// client specific parts of the sound engine go in this class.
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void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *channel) override;
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TArray<uint8_t> ReadSound(int lumpnum) override;
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public:
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BloodSoundEngine()
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{
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S_Rolloff.RolloffType = ROLLOFF_Doom;
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S_Rolloff.MinDistance = 170; // these are the numbers I got when uncrunching the original sound code.
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S_Rolloff.MaxDistance = 850;
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}
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};
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void sfxInit(void)
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{
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soundEngine = new BloodSoundEngine;
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}
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void sfxTerm()
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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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//==========================================================================
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TArray<uint8_t> BloodSoundEngine::ReadSound(int lumpnum)
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{
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auto wlump = fileSystem.OpenFileReader(lumpnum);
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return wlump.Read();
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}
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void BloodSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *)
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{
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if (pos != nullptr && type != SOURCE_None)
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{
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FVector3 camera;
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if (gMe && gMe->pSprite) camera = GetSoundPos(&gMe->pSprite->pos);
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else camera = { 0, 0, 0 }; // don't crash if there is no player.
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if (vel) vel->Zero();
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if (type == SOURCE_Unattached)
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{
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pos->X = pt[0];
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pos->Y = pt[1];
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pos->Z = pt[2];
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}
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else if (type == SOURCE_Actor)
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{
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auto actor = (spritetype*)source;
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assert(actor != nullptr);
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size_t index = actor - sprite;
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// Engine expects velocity in units per second, not units per tic.
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if (vel) *vel = { xvel[index] * (30 / 65536.f), zvel[index] * (-30 / 65536.f), yvel[index] * (-30 / 65536.f) };
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*pos = GetSoundPos(&actor->pos);
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}
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else if (type == SOURCE_Ambient)
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{
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*pos = camera; // just to be safe. Ambient sounds are in the world but unpositioned
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}
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if ((chanflags & CHANF_LISTENERZ))
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{
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pos->Y = camera.Y;
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}
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}
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}
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void sfxUpdate3DSounds(void)
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{
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SoundListener listener;
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listener.angle = -(float)gMe->pSprite->ang * pi::pi() / 1024; // Build uses a period of 2048.
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listener.velocity.Zero();
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listener.position = GetSoundPos(&gMe->pSprite->pos);
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listener.underwater = false;
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// This should probably use a real environment instead of the pitch hacking in S_PlaySound3D.
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// listenactor->waterlevel == 3;
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//assert(primaryLevel->Zones.Size() > listenactor->Sector->ZoneNumber);
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listener.Environment = 0;// primaryLevel->Zones[listenactor->Sector->ZoneNumber].Environment;
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listener.valid = true;
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listener.ListenerObject = gMe->pSprite;
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soundEngine->SetListener(listener);
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soundEngine->UpdateSounds((int)totalclock);
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}
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FSoundID getSfx(FSoundID soundId, float &attenuation, int &pitch, int &relvol)
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{
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auto udata = (int*)soundEngine->GetUserData(soundId);
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if (pitch < 0) pitch = udata ? udata[0] : 0x10000;
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if (relvol < 0) relvol = udata && udata[2] ? udata[2] : 80;
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if (relvol > 255) relvol = 255;
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// Limit the attenuation. More than 2.0 is simply too much.
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attenuation = relvol > 0 ? clamp(80.f / relvol, 0.f, 2.f) : 1.f;
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return soundId;
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}
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void sfxPlay3DSound(int x, int y, int z, int soundId, int nSector)
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{
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if (!SoundEnabled() || soundId < 0) return;
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auto sid = soundEngine->FindSoundByResID(soundId);
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if (sid == 0) return;
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vec3_t xyz = { x, y, z };
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auto svec = GetSoundPos(&xyz);
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float attenuation;
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int pitch = -1;
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int relvol = -1;
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sid = getSfx(sid, attenuation, pitch, relvol);
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soundEngine->StartSound(SOURCE_Unattached, nullptr, &svec, -1, CHANF_OVERLAP, sid, (0.8f / 80.f) * relvol, attenuation, nullptr, pitch / 65536.f);
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}
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enum EPlayFlags
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{
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FX_GlobalChannel = 1,
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FX_SoundMatch = 2,
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FX_ChannelMatch = 4,
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};
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void sfxPlay3DSoundCP(spritetype* pSprite, int soundId, int a3, int a4, int pitch, int volume)
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{
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if (!SoundEnabled() || soundId < 0 || !pSprite) return;
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auto sid = soundEngine->FindSoundByResID(soundId);
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if (sid == 0) return;
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auto svec = GetSoundPos(&pSprite->pos);
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float attenuation;
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sid = getSfx(sid, attenuation, pitch, volume);
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if (volume == -1) volume = 80;
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if (a3 >= 0)
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{
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a3++; // This is to make 0 a valid channel value.
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if (soundEngine->EnumerateChannels([=](FSoundChan* chan) -> int
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{
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if (chan->SourceType != SOURCE_Actor) return false; // other source types are not our business.
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if (chan->EntChannel == a3 && (chan->Source == pSprite || (a4 & FX_GlobalChannel) != 0))
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{
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if ((a4 & FX_ChannelMatch) != 0 && chan->EntChannel == a3)
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return true;
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if ((a4 & FX_SoundMatch) != 0 && chan->OrgID == sid)
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return true;
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soundEngine->StopChannel(chan);
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return -1;
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}
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return false;
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})) return;
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}
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soundEngine->StartSound(SOURCE_Actor, pSprite, &svec, a3, a3 == -1? CHANF_OVERLAP : CHANF_NONE , sid, volume * (0.8f / 80.f), attenuation, nullptr, pitch / 65536.f);
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}
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void sfxPlay3DSound(spritetype* pSprite, int soundId, int a3, int a4)
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{
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sfxPlay3DSoundCP(pSprite, soundId, a3, a4, -1, -1);
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}
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void sfxKill3DSound(spritetype *pSprite, int a2, int a3)
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{
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if (!pSprite)
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return;
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if (a2 >= 0) a2++;
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soundEngine->EnumerateChannels([=](FSoundChan* channel)
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{
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if (channel->SourceType == SOURCE_Actor && channel->Source == pSprite && (a2 < 0 || a2 == channel->EntChannel) && (a3 < 0 || a3 == channel->OrgID))
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{
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soundEngine->StopChannel(channel);
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}
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return false;
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});
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}
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void sfxKillAllSounds(void)
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{
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soundEngine->EnumerateChannels([](FSoundChan* channel)
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{
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if (channel->SourceType == SOURCE_Actor || channel->SourceType == SOURCE_Unattached) soundEngine->StopChannel(channel);
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return false;
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});
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}
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void sfxSetReverb(bool toggle)
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{
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if (toggle)
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{
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FX_SetReverb(128);
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FX_SetReverbDelay(10);
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}
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else
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FX_SetReverb(0);
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}
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void sfxSetReverb2(bool toggle)
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{
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if (toggle)
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{
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FX_SetReverb(128);
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FX_SetReverbDelay(20);
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}
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else
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FX_SetReverb(0);
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}
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END_BLD_NS
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