ac audio architecture refactoring

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3760 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2008-11-25 22:50:35 +00:00
parent f515200c37
commit 74e1468ee3
25 changed files with 4519 additions and 4184 deletions
+2 -2
View File
@@ -610,7 +610,7 @@ bool addbullethole(dynent *d, const vec &from, const vec &to, float radius, bool
newparticle(o, surface, bulletholettl, 7);
if(noisy && bulletbouncesound && bulletbouncesoundrad && d!=player1 && o.dist(camera1->o) <= bulletbouncesoundrad)
{
playsound(o.z<hdr.waterlevel ? S_BULLETWATERHIT : S_BULLETHIT, &o, SP_LOW);
audiomgr.playsound(o.z<hdr.waterlevel ? S_BULLETWATERHIT : S_BULLETHIT, &o, SP_LOW);
}
return true;
}
@@ -662,6 +662,6 @@ void addshotline(dynent *pl, const vec &from, const vec &to)
soundpos.mul(fd/(fd+td)*dist);
soundpos.add(from);
if(!bulletairsound || soundpos.dist(camera1->o) > bulletairsoundrad) return; // outside player radius
playsound(S_BULLETAIR1 + rnd(2), &soundpos, SP_LOW);
audiomgr.playsound(S_BULLETAIR1 + rnd(2), &soundpos, SP_LOW);
}