4 // Play all sounds via sound7, for access to the extra channels.
5 // Otherwise, channels 8 to 15 would be blocked for a weird QW feature.
7 #define _sound(e, c, s, v, a) do { \
9 if (!sound_allowed(MSG_BROADCAST, __e)) break; \
10 sound7(__e, c, s, v, a, 0, 0); \
13 #define _sound(e, c, s, v, a) sound7(e, c, s, v, a, 0, 0)
15 #define sound(e, c, s, v, a) _sound(e, c, s.sound_str(), v, a)
18 ATTRIB(Sound, m_id, int, 0)
19 ATTRIB(Sound, sound_str, string(), func_null)
20 CONSTRUCTOR(Sound, string() path)
23 this.sound_str = path;
25 METHOD(Sound, sound_precache, void(entity this)) {
26 string s = this.sound_str();
27 if (s && s != "" && !fexists(strcat("sound/", s))) {
28 LOG_WARNINGF("Missing sound: \"%s\"\n", s);
31 LOG_TRACEF("precache_sound(\"%s\")\n", s);