mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 00:42:08 +00:00
code cleanup
* gave reverb functions the proper 'S_' prefix for consistency. * Blood: fixed license of 4 files which do not contain any NBlood code anymore (sound code was completely rewritten, and all such code has long been moved out of d_menu.cpp) * Blood: renamed VIEWPOS_* constants
This commit is contained in:
parent
e0e459216d
commit
8a0f79141b
19 changed files with 60 additions and 76 deletions
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@ -189,7 +189,7 @@ static void GameTicker()
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{
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g_nextmap = currentLevel;
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FX_StopAllSounds();
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FX_SetReverb(0);
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S_SetReverb(0);
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NewGame(g_nextmap, -1);
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BackupSaveGame = "";
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}
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@ -197,7 +197,7 @@ static void GameTicker()
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case ga_completed:
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FX_StopAllSounds();
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FX_SetReverb(0);
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S_SetReverb(0);
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gi->LevelCompleted(g_nextmap, g_nextskill);
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break;
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@ -214,7 +214,7 @@ static void GameTicker()
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[[fallthrough]];
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case ga_newgamenostopsound:
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DeleteScreenJob();
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FX_SetReverb(0);
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S_SetReverb(0);
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C_FlushDisplay();
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BackupSaveGame = "";
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NewGame(g_nextmap, g_nextskill, ga == ga_newgamenostopsound);
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@ -52,16 +52,16 @@ static int LastReverb;
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CUSTOM_CVAR(Bool, snd_reverb, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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FX_SetReverb(-1);
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S_SetReverb(-1);
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}
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// This is for testing reverb settings.
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CUSTOM_CVAR(Int, snd_reverbtype, -1, 0)
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{
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FX_SetReverb(-1);
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S_SetReverb(-1);
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}
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void FX_SetReverb(int strength)
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void S_SetReverb(int strength)
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{
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if (strength == -1) strength = LastReverb;
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if (snd_reverbtype > -1)
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@ -24,7 +24,7 @@ inline void FX_StopAllSounds(void)
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soundEngine->StopAllChannels();
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}
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void FX_SetReverb(int strength);
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void S_SetReverb(int strength);
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inline void FX_SetReverbDelay(int delay)
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{
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@ -126,11 +126,11 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Raze, SoundEnabled, SoundEnabled)
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ACTION_RETURN_INT(SoundEnabled());
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_Raze, SetReverb, FX_SetReverb)
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DEFINE_ACTION_FUNCTION_NATIVE(_Raze, SetReverb, S_SetReverb)
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{
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PARAM_PROLOGUE;
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PARAM_INT(i);
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FX_SetReverb(i);
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S_SetReverb(i);
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return 0;
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}
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@ -253,7 +253,7 @@ void genDudeAttack1(int, DBloodActor* actor)
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gKillMgr.AddKillCount(spawned);
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pExtra->slave[pExtra->slaveCount++] = spawned;
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if (!playGenDudeSound(actor, kGenDudeSndAttackNormal))
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sfxPlay3DSoundCP(actor, 379, 1, 0, 0x10000 - Random3(0x3000));
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sfxPlay3DSoundVolume(actor, 379, 1, 0, 0x10000 - Random3(0x3000));
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}
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}
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}
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@ -1391,7 +1391,7 @@ void removeLeech(DBloodActor* actLeech, bool delSprite)
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effectactor->spr.scale = DVector2(repeat, repeat);
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}
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sfxPlay3DSoundCP(actLeech, 490, -1, 0, 60000);
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sfxPlay3DSoundVolume(actLeech, 490, -1, 0, 60000);
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if (actLeech->GetOwner())
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actLeech->GetOwner()->genDudeExtra.pLifeLeech = nullptr;
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@ -1412,7 +1412,7 @@ void killDudeLeech(DBloodActor* actLeech)
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if (actLeech != NULL)
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{
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actDamageSprite(actLeech->GetOwner(), actLeech, kDamageExplode, 65535);
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sfxPlay3DSoundCP(actLeech, 522, -1, 0, 60000);
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sfxPlay3DSoundVolume(actLeech, 522, -1, 0, 60000);
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if (actLeech->GetOwner() != nullptr)
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actLeech->GetOwner()->genDudeExtra.pLifeLeech = nullptr;
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@ -837,7 +837,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
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viewAddEffect(tsprites, nTSprite, kViewEffectShowWeapon);
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}
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if (thisPlayer->flashEffect && (pPlayer != thisPlayer || gViewPos != VIEWPOS_0)) {
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if (thisPlayer->flashEffect && (pPlayer != thisPlayer || gViewPos != viewFirstPerson)) {
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auto pNTSprite = viewAddEffect(tsprites, nTSprite, kViewEffectShoot);
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if (pNTSprite) {
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POSTURE* pPosture = &thisPlayer->pPosture[thisPlayer->lifeMode][thisPlayer->posture];
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@ -866,7 +866,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
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}
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}
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if (pTSprite->ownerActor != pPlayer->actor || gViewPos != VIEWPOS_0) {
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if (pTSprite->ownerActor != pPlayer->actor || gViewPos != viewFirstPerson) {
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if (getflorzofslopeptr(pTSprite->sectp, pTSprite->pos) >= cPos.Z)
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{
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viewAddEffect(tsprites, nTSprite, kViewEffectShadow);
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@ -1,13 +1,12 @@
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//-------------------------------------------------------------------------
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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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Copyright (C) 2020-2022 Christoph Oelckers
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This file is part of NBlood.
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This file is part of Raze
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NBlood is free software; you can redistribute it and/or
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Raze 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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of the License, or (at your option) any later version.
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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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@ -15,9 +14,6 @@ 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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@ -128,18 +124,20 @@ void ambInit(void)
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for (i = 0; i < nAmbChannels; i++, pChannel++)
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if (actor->xspr.data3 == pChannel->check) break;
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if (i == nAmbChannels) {
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if (i == nAmbChannels)
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{
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if (i >= kMaxAmbChannel) {
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if (i >= kMaxAmbChannel)
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{
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actor->spr.intowner = -1;
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continue;
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}
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int nSFX = actor->xspr.data3;
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auto snd = soundEngine->FindSoundByResID(nSFX);
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if (!snd.isvalid()) {
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//I_Error("Missing sound #%d used in ambient sound generator %d\n", nSFX);
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viewSetSystemMessage("Missing sound #%d used in ambient sound generator #%d\n", nSFX, actor->GetIndex());
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if (!snd.isvalid())
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{
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Printf(PRINT_HIGH | PRINT_NOTIFY, "Missing sound #%d used in ambient sound generator #%d\n", nSFX, actor->GetIndex());
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actPostSprite(actor, kStatDecoration);
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continue;
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}
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@ -1,14 +1,12 @@
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//-------------------------------------------------------------------------
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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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Copyright (C) 2020 Christoph Oelckers
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Copyright (C) 2020-2022 Christoph Oelckers
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This file is part of Raze.
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This file is part of Raze
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NBlood is free software; you can redistribute it and/or
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Raze 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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of the License, or (at your option) any later version.
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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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@ -16,9 +14,6 @@ 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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@ -1,6 +1,6 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2020 - Christoph Oelckers
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Copyright (C) 2020-2022 Christoph Oelckers
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This file is part of Raze
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@ -14,9 +14,6 @@ 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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@ -1735,7 +1735,7 @@ void debrisMove(int listIndex)
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case kMarkerUpWater:
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case kMarkerUpGoo:
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int pitch = (150000 - (actor->spriteMass.mass << 9)) + Random3(8192);
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sfxPlay3DSoundCP(actor, 720, -1, 0, pitch, 75 - Random(40));
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sfxPlay3DSoundVolume(actor, 720, -1, 0, pitch, 75 - Random(40));
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if (!spriteIsUnderwater(actor))
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{
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evKillActor(actor, kCallbackEnemeyBubble);
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@ -6562,7 +6562,7 @@ void useSoundGen(DBloodActor* sourceactor, DBloodActor* actor)
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{
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int pitch = sourceactor->xspr.data4 << 1;
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if (pitch < 2000) pitch = 0;
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sfxPlay3DSoundCP(actor, sourceactor->xspr.data2, -1, 0, pitch, sourceactor->xspr.data3);
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sfxPlay3DSoundVolume(actor, sourceactor->xspr.data2, -1, 0, pitch, sourceactor->xspr.data3);
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}
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//---------------------------------------------------------------------------
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@ -4,7 +4,7 @@ Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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Copyright (C) 2020 Raze developers and contributors
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This file was part of NBlood.
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This file is part of Raze.
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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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@ -34,13 +34,13 @@ BEGIN_BLD_NS
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void GameInterface::ToggleThirdPerson()
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{
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if (gamestate != GS_LEVEL) return;
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if (gViewPos > VIEWPOS_0)
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if (gViewPos > viewFirstPerson)
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{
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gViewPos = VIEWPOS_0;
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gViewPos = viewFirstPerson;
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}
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else
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{
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gViewPos = VIEWPOS_1;
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gViewPos = viewThirdPerson;
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cameradist = 0;
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cameraclock = INT_MIN;
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}
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@ -387,7 +387,7 @@ void SEQINST::Update()
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{
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auto udata = soundEngine->GetSfx(snd);
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int relVol = udata ? udata->UserVal : 80;
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sfxPlay3DSoundCP(actor, sndId, -1, 0, 0, (surfSfxMove[surf][2] != relVol) ? relVol : surfSfxMove[surf][3]);
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sfxPlay3DSoundVolume(actor, sndId, -1, 0, 0, (surfSfxMove[surf][2] != relVol) ? relVol : surfSfxMove[surf][3]);
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}
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}
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break;
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@ -1,13 +1,12 @@
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//-------------------------------------------------------------------------
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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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Copyright (C) 2020-2022 Christoph Oelckers
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This file is part of NBlood.
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This file is part of Raze
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NBlood is free software; you can redistribute it and/or
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Raze 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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of the License, or (at your option) any later version.
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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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@ -15,11 +14,9 @@ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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|||
|
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See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
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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@ -184,7 +181,7 @@ void sfxPlay3DSound(const DVector3& pos, int soundId, sectortype* pSector)
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//
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//---------------------------------------------------------------------------
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void sfxPlay3DSoundCP(DBloodActor* pActor, int soundId, int playchannel, int playflags, int pitch, int volume)
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void sfxPlay3DSoundVolume(DBloodActor* pActor, int soundId, int playchannel, int playflags, int pitch, int volume)
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{
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if (!SoundEnabled() || soundId <= 0 || !pActor) return;
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auto sid = soundEngine->FindSoundByResID(soundId);
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@ -229,7 +226,7 @@ void sfxPlay3DSoundCP(DBloodActor* pActor, int soundId, int playchannel, int pla
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void sfxPlay3DSound(DBloodActor* pActor, int soundId, int a3, int a4)
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{
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sfxPlay3DSoundCP(pActor, soundId, a3, a4, -1);
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sfxPlay3DSoundVolume(pActor, soundId, a3, a4, -1);
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}
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@ -276,22 +273,22 @@ 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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S_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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S_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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S_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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S_SetReverb(0);
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}
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END_BLD_NS
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|
@ -1,13 +1,12 @@
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//-------------------------------------------------------------------------
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/*
|
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Copyright (C) 2010-2019 EDuke32 developers and contributors
|
||||
Copyright (C) 2019 Nuke.YKT
|
||||
Copyright (C) 2020-2022 Christoph Oelckers
|
||||
|
||||
This file is part of NBlood.
|
||||
This file is part of Raze
|
||||
|
||||
NBlood is free software; you can redistribute it and/or
|
||||
Raze is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License version 2
|
||||
as published by the Free Software Foundation.
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
|
@ -15,11 +14,9 @@ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|||
|
||||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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|
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@ -52,7 +52,7 @@ void sndInit(void);
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void sfxPlay3DSound(const DVector3& pos, int soundId, sectortype* pSector);
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void sfxPlay3DSound(DBloodActor* pSprite, int soundId, int a3 = -1, int a4 = 0);
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void sfxPlay3DSoundCP(DBloodActor* pSprite, int soundId, int a3 = -1, int a4 = 0, int pitch = 0, int volume = 0);
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void sfxPlay3DSoundVolume(DBloodActor* pSprite, int soundId, int a3 = -1, int a4 = 0, int pitch = 0, int volume = 0);
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void sfxKill3DSound(DBloodActor* pSprite, int a2 = -1, int a3 = -1);
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void sfxKillAllSounds(void);
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void sfxSetReverb(bool toggle);
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|
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@ -57,8 +57,8 @@ enum VIEW_EFFECT {
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};
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enum VIEWPOS {
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VIEWPOS_0 = 0,
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VIEWPOS_1
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viewFirstPerson = 0,
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viewThirdPerson
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};
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enum { kFontNum = 5 };
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|
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@ -1148,7 +1148,7 @@ void enterlevel(MapRecord *mi, int gamemode)
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// Stop all sounds
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FX_StopAllSounds();
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FX_SetReverb(0);
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S_SetReverb(0);
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auto p = &ps[0];
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|
|
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@ -503,10 +503,10 @@ void GameInterface::SerializeGameState(FSerializer& arc)
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Mus_ResumeSaved();
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Mus_SetPaused(false);
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FX_SetReverb(0);
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S_SetReverb(0);
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show_shareware = 0;
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FX_SetReverb(0);
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S_SetReverb(0);
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resetlanepics();
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}
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|
|
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@ -631,7 +631,7 @@ void PlaySoundRTS(int rts_num)
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void COVER_SetReverb(int amt)
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{
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FX_SetReverb(amt);
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S_SetReverb(amt);
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}
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//==========================================================================
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