ch_ind = S_StartSound (-1, 0, sfx, listener_origin, fvol, attenuation);
// Free the sfx if the file didn't exist
- if (ch_ind < 0)
+ if (!sfx->fetcher)
S_FreeSfx (sfx, false);
else
channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
}
-int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
+int S_StartSound_StartPosition (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition)
{
channel_t *target_chan, *check, *ch;
int ch_idx, startpos;
// if an identical sound has also been started this frame, offset the pos
// a bit to keep it from just making the first one louder
check = &channels[NUM_AMBIENTS];
- startpos = 0;
- for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
+ startpos = (int)(startposition * S_GetSoundRate());
+ if (startpos == 0)
{
- if (check == target_chan)
- continue;
- if (check->sfx == sfx && check->pos == 0)
+ for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
{
- // use negative pos offset to delay this sound effect
- startpos = (int)lhrandom(0, -0.1 * snd_renderbuffer->format.speed);
- break;
+ if (check == target_chan)
+ continue;
+ if (check->sfx == sfx && check->pos == 0)
+ {
+ // use negative pos offset to delay this sound effect
+ startpos = (int)lhrandom(0, -0.1 * snd_renderbuffer->format.speed);
+ break;
+ }
}
}
return (target_chan - channels);
}
+int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
+{
+ return S_StartSound_StartPosition(entnum, entchannel, sfx, origin, fvol, attenuation, 0);
+}
+
void S_StopChannel (unsigned int channel_ind, qboolean lockmutex)
{
channel_t *ch;
int s;
channel_t *ch = &channels[ch_ind];
sfx_t *sfx = ch->sfx;
+ if (!sfx)
+ return -1;
s = ch->pos;
/*