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- WH: fixed sound playback in the menu
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parent
c171ba38e7
commit
de1e7b1336
3 changed files with 12 additions and 12 deletions
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@ -13,6 +13,7 @@
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#include "cheathandler.h"
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#include "screenjob_.h"
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#include "vm.h"
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#include "razemenu.h"
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BEGIN_WH_NS
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@ -783,19 +784,18 @@ void GameInterface::NewGame(MapRecord* map, int skill, bool)
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void GameInterface::MenuSound(EMenuSounds snd)
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{
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if (!isWh2()) SND_Sound(85);
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else SND_Sound(59);
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if (!isWh2()) SND_Sound(85, CHAN_AUTO, CHANF_UI | CHANF_NOPAUSE);
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else SND_Sound(59, CHAN_AUTO, CHANF_UI | CHANF_NOPAUSE);
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}
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void GameInterface::MenuOpened()
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{
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if (!isWh2()) SND_Sound(85);
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else SND_Sound(59);
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MenuSound(ActivateSound);
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}
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FSavegameInfo GameInterface::GetSaveSig()
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{
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return { SAVESIG_DN3D, MINSAVEVER_DN3D, SAVEVER_DN3D };
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return { SAVESIG_WH, MINSAVEVER_WH, SAVEVER_WH };
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}
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void GameInterface::ToggleThirdPerson()
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@ -160,7 +160,7 @@ void GameInterface::UpdateSounds()
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soundEngine->UpdateSounds(I_GetTime());
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}
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int playsound_internal(int sn, spritetype *spr, int x, int y, int loop, int chan)
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int playsound_internal(int sn, spritetype *spr, int x, int y, int loop, int chan, int flags)
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{
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sn++;
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if (!soundEngine->isValidSoundId(sn)) return -1;
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@ -168,7 +168,7 @@ int playsound_internal(int sn, spritetype *spr, int x, int y, int loop, int chan
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vec3_t pos = { x, y, 0 };
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auto spos = GetSoundPos(&pos);
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float attn = sourcetype == SOURCE_None ? ATTN_NONE : ATTN_NORM;
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int flags = sourcetype == SOURCE_Unattached ? CHANF_LISTENERZ : CHANF_NONE;
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flags |= sourcetype == SOURCE_Unattached ? CHANF_LISTENERZ : CHANF_NONE;
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if (loop != 0) flags |= CHANF_LOOP;
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auto sfx = soundEngine->StartSound(sourcetype, spr, &spos, chan, EChanFlags::FromInt(flags), sn, 1.f, attn);
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if (!sfx) return -1;
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@ -468,14 +468,14 @@ void resetflash();
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void applyflash();
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int playsound_internal(int sn, spritetype* spr, int x, int y, int loop, int chan);
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int playsound_internal(int sn, spritetype* spr, int x, int y, int loop, int chan, int flags = 0);
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inline int playsound(int sn, int x, int y, int loop = 0, int channel = CHAN_AUTO) {
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return playsound_internal(sn, nullptr, x, y, loop, channel);
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inline int playsound(int sn, int x, int y, int loop = 0, int channel = CHAN_AUTO, int flags = 0) {
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return playsound_internal(sn, nullptr, x, y, loop, channel, flags);
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}
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inline int SND_Sound(int sn) {
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return playsound(sn, 0, 0);
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inline int SND_Sound(int sn, int chan = CHAN_AUTO, int flags = 0) {
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return playsound(sn, 0, 0, 0, chan, flags);
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}
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/*
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