ref: 80abfe655d55ec658ba581dfbc2ea33290e1ee94
parent: 52efd1028c980b4f8d76b734e955c6fd9524f92b
parent: 06dfd81d3b81142161dc8d1f1f163581ce94e48f
author: Fabian Greffrath <[email protected]>
date: Mon Jun 22 15:09:59 EDT 2015
Merge pull request #564 from jmtd/misc-fixups Misc fixups
--- a/src/doom/s_sound.c
+++ b/src/doom/s_sound.c
@@ -46,7 +46,7 @@
// Distance tp origin when sounds should be maxed out.
// This should relate to movement clipping resolution
// (see BLOCKMAP handling).
-// In the source code release: (160*FRACUNIT). Changed back to the
+// In the source code release: (160*FRACUNIT). Changed back to the
// Vanilla value of 200 (why was this changed?)
#define S_CLOSE_DIST (200 * FRACUNIT)
@@ -73,7 +73,7 @@
// handle of the sound being played
int handle;
-
+
} channel_t;
// The set of channels available
@@ -85,7 +85,7 @@
int sfxVolume = 8;
-// Maximum volume of music.
+// Maximum volume of music.
int musicVolume = 8;
@@ -95,7 +95,7 @@
// Whether songs are mus_paused
-static boolean mus_paused;
+static boolean mus_paused;
// Music currently being played
@@ -112,7 +112,7 @@
//
void S_Init(int sfxVolume, int musicVolume)
-{
+{
int i;
I_SetOPLDriverVer(opl_v_new);
@@ -237,10 +237,10 @@
{
mnum = spmus[gamemap-1];
}
- }
+ }
S_ChangeMusic(mnum, true);
-}
+}
void S_StopSound(mobj_t *origin)
{
@@ -265,7 +265,7 @@
{
// channel number to use
int cnum;
-
+
channel_t* c;
// Find an open channel
@@ -296,7 +296,7 @@
if (cnum == snd_channels)
{
- // FUCK! No lower priority. Sorry, Charlie.
+ // FUCK! No lower priority. Sorry, Charlie.
return -1;
}
else
@@ -337,12 +337,12 @@
// From _GG1_ p.428. Appox. eucledian distance fast.
approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);
-
+
if (gamemap != 8 && approx_dist > S_CLIPPING_DIST)
{
return 0;
}
-
+
// angle of source to listener
angle = R_PointToAngle2(listener->x,
listener->y,
@@ -384,9 +384,9 @@
// distance effect
*vol = (snd_SfxVolume
* ((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
- / S_ATTENUATOR;
+ / S_ATTENUATOR;
}
-
+
return (*vol > 0);
}
@@ -438,7 +438,7 @@
if (origin->x == players[consoleplayer].mo->x
&& origin->y == players[consoleplayer].mo->y)
- {
+ {
sep = NORM_SEP;
}
@@ -446,7 +446,7 @@
{
return;
}
- }
+ }
else
{
sep = NORM_SEP;
@@ -475,7 +475,7 @@
}
channels[cnum].handle = I_StartSound(sfx, cnum, volume, sep);
-}
+}
//
// Stop and resume music, during game PAUSE.
@@ -549,7 +549,7 @@
c->origin,
&volume,
&sep);
-
+
if (!audible)
{
S_StopChannel(cnum);
@@ -576,7 +576,7 @@
{
I_Error("Attempt to set music volume at %d",
volume);
- }
+ }
I_SetMusicVolume(volume);
}
--- a/src/i_sdlsound.c
+++ b/src/i_sdlsound.c
@@ -875,7 +875,7 @@
if (!LockSound(sfxinfo))
{
- return -1;
+ return -1;
}
snd = sfxinfo->driver_data;
@@ -882,12 +882,12 @@
// play sound
- Mix_PlayChannelTimed(channel, &snd->chunk, 0, -1);
+ Mix_PlayChannel(channel, &snd->chunk, 0);
channels_playing[channel] = sfxinfo;
// set separation, etc.
-
+
I_SDL_UpdateSoundParams(channel, vol, sep);
return channel;
@@ -919,7 +919,7 @@
return Mix_Playing(handle);
}
-//
+//
// Periodically called to update the sound system
//
@@ -935,7 +935,7 @@
{
// Sound has finished playing on this channel,
// but sound data has not been released to cache
-
+
ReleaseSoundOnChannel(i);
}
}
@@ -942,7 +942,7 @@
}
static void I_SDL_ShutdownSound(void)
-{
+{
if (!sound_initialized)
{
return;
--- a/src/i_sound.c
+++ b/src/i_sound.c
@@ -345,7 +345,7 @@
{
if (sound_module != NULL && sound_module->CacheSounds != NULL)
{
- sound_module->CacheSounds(sounds, num_sounds);
+ sound_module->CacheSounds(sounds, num_sounds);
}
}