Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Mordeth

[not intended?] sound id 0

Recommended Posts

For some stuff, like polyobjects, you can define a sound sequence that plays when moving. When you don't want sound to play or leave it default, it goes to soundsequence '0' which is intended to be silent.

Except you can define a soundsequence with id=0. So all 'silent' sounds are now suddenly whatever you defined under that id. Is this intentional, or just an oversight?

Share this post


Link to post

Looks like po->seqId is blindly set to the argument for both regular and explicit:
https://github.com/team-eternity/eternity/blob/master/source/polyobj.cpp#L442-L452
https://github.com/team-eternity/eternity/blob/master/source/polyobj.cpp#L464-L475

S_StartPolySequence also just plonks the seqId into S_StartSequenceNum, which in turn blindly plays the sound if it can be found:
https://github.com/team-eternity/eternity/blob/master/source/s_sndseq.cpp#L230-L231

I'm guessing this is an oversight but I'd need Quasar to chime in here.

EDIT: This appears to be intended, or at least consistent with Hexen. https://github.com/chocolate-doom/chocolate-doom/blob/master/src/hexen/sn_sonix.c#L316-L343

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×