ac audio architecture refactoring
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3760 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -610,7 +610,7 @@ bool addbullethole(dynent *d, const vec &from, const vec &to, float radius, bool
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newparticle(o, surface, bulletholettl, 7);
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if(noisy && bulletbouncesound && bulletbouncesoundrad && d!=player1 && o.dist(camera1->o) <= bulletbouncesoundrad)
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{
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playsound(o.z<hdr.waterlevel ? S_BULLETWATERHIT : S_BULLETHIT, &o, SP_LOW);
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audiomgr.playsound(o.z<hdr.waterlevel ? S_BULLETWATERHIT : S_BULLETHIT, &o, SP_LOW);
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}
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return true;
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}
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@@ -662,6 +662,6 @@ void addshotline(dynent *pl, const vec &from, const vec &to)
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soundpos.mul(fd/(fd+td)*dist);
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soundpos.add(from);
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if(!bulletairsound || soundpos.dist(camera1->o) > bulletairsoundrad) return; // outside player radius
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playsound(S_BULLETAIR1 + rnd(2), &soundpos, SP_LOW);
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audiomgr.playsound(S_BULLETAIR1 + rnd(2), &soundpos, SP_LOW);
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}
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