cvar_t nosound = {0, "nosound", "0"};
cvar_t precache = {0, "precache", "1"};
cvar_t nosound = {0, "nosound", "0"};
cvar_t precache = {0, "precache", "1"};
cvar_t bgmbuffer = {0, "bgmbuffer", "4096"};
cvar_t ambient_level = {0, "ambient_level", "0.3"};
cvar_t ambient_fade = {0, "ambient_fade", "100"};
cvar_t bgmbuffer = {0, "bgmbuffer", "4096"};
cvar_t ambient_level = {0, "ambient_level", "0.3"};
cvar_t ambient_fade = {0, "ambient_fade", "100"};
Cvar_RegisterVariable(&bgmbuffer);
Cvar_RegisterVariable(&ambient_level);
Cvar_RegisterVariable(&ambient_fade);
Cvar_RegisterVariable(&bgmbuffer);
Cvar_RegisterVariable(&ambient_level);
Cvar_RegisterVariable(&ambient_fade);
Cvar_RegisterVariable(&_snd_mixahead);
Cvar_RegisterVariable(&snd_swapstereo); // LordHavoc: for people with backwards sound wiring
Cvar_RegisterVariable(&_snd_mixahead);
Cvar_RegisterVariable(&snd_swapstereo); // LordHavoc: for people with backwards sound wiring
-// if (shm->buffer)
-// shm->buffer[4] = shm->buffer[5] = 0x7f; // force a pop for debugging
-
- ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav");
- ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav");
+ ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav", false);
+ ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav", false);
ch = channels;
for (i=0 ; i<total_channels; i++, ch++)
if (ch->sfx && (ch->leftvol || ch->rightvol) )
ch = channels;
for (i=0 ; i<total_channels; i++, ch++)
if (ch->sfx && (ch->leftvol || ch->rightvol) )
S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 1.0);
i++;
}
S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 1.0);
i++;
}
S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 0.0);
i++;
}
S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 0.0);
i++;
}
vol = atof(Cmd_Argv(i+1));
S_StartSound(hash++, 0, sfx, listener_origin, vol, 1.0);
i+=2;
vol = atof(Cmd_Argv(i+1));
S_StartSound(hash++, 0, sfx, listener_origin, vol, 1.0);
i+=2;