Fix sound crash, let a sound be played for multiple players again too.

S_getChannel now doesn't do any alterations to the channel, it *only* returns the number of the free channel.
This commit is contained in:
Sryder 2021-04-27 21:27:42 +01:00
parent 0f14f0cec1
commit 710abf6820

View file

@ -183,8 +183,6 @@ static INT32 S_getChannel(const void *origin, sfxinfo_t *sfxinfo)
// channel number to use
INT32 cnum;
channel_t *c;
// Find an open channel
for (cnum = 0; cnum < numofchannels; cnum++)
{
@ -239,12 +237,6 @@ static INT32 S_getChannel(const void *origin, sfxinfo_t *sfxinfo)
}
}
c = &channels[cnum];
// channel is decided to be cnum.
c->sfxinfo = sfxinfo;
c->origin = origin;
return cnum;
}
@ -624,14 +616,6 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
pitch = NORM_PITCH;
priority = NORM_PRIORITY;
// try to find a channel
cnum = S_getChannel(origin, sfx);
if (cnum < 0)
{
return; // If there's no free channels, it's not gonna be free for anyone.
}
for (i = r_splitscreen; i >= 0; i--)
{
// Copy the sound for the splitscreen players!
@ -697,11 +681,19 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
// Handle closed caption input.
S_StartCaption(actual_id, cnum, MAXCAPTIONTICS);
// Assigns the handle to one of the channels in the
// mix/output buffer.
// At this point it is determined that a sound can and should be played, so find a free channel to play it on
cnum = S_getChannel(origin, sfx);
if (cnum < 0)
{
return; // If there's no free channels, there won't be any for anymore players either
}
// Now that we know we are going to play a sound, fill out this info
channels[cnum].sfxinfo = sfx;
channels[cnum].origin = origin;
channels[cnum].volume = initial_volume;
channels[cnum].handle = I_StartSound(sfx_id, volume, sep, pitch, priority, cnum);
return; // We're done here!
}
}
@ -905,7 +897,7 @@ void S_UpdateSounds(void)
c->sfxinfo
);
}
if (audible)
I_UpdateSoundParams(c->handle, volume, sep, pitch);
else