int acs_t::SectorSound() { mappoint_t *orig = line ? &line->frontsector->soundorg : NULL; int volume = Pop(); S_StartSound(orig, S_GetSoundID(mp->ACS_FindString(Pop())), volume/127.0); return ACS_CONTINUE; }
static int CmdAmbientSound(void) { int volume; volume = Pop(); S_StartSoundAtVolume(NULL, S_GetSoundID(ACStrings[Pop()]), volume); return SCRIPT_CONTINUE; }
int acs_t::ThingSound() { int volume = Pop(); int sound = S_GetSoundID(mp->ACS_FindString(Pop())); int tid = Pop(); Map::Iterate_TID iter(mp, tid); for (Actor *a = iter.Next(); a; a = iter.Next()) S_StartSound(a, sound, volume/127.0); return ACS_CONTINUE; }
static int CmdSectorSound(void) { int volume; mobj_t *mobj; mobj = NULL; if (ACScript->line) { mobj = (mobj_t *) & ACScript->line->frontsector->soundorg; } volume = Pop(); S_StartSoundAtVolume(mobj, S_GetSoundID(ACStrings[Pop()]), volume); return SCRIPT_CONTINUE; }
static int CmdThingSound(void) { int tid; int sound; int volume; mobj_t *mobj; int searcher; volume = Pop(); sound = S_GetSoundID(ACStrings[Pop()]); tid = Pop(); searcher = -1; while ((mobj = P_FindMobjFromTID(tid, &searcher)) != NULL) { S_StartSoundAtVolume(mobj, sound, volume); } return SCRIPT_CONTINUE; }
int acs_t::AmbientSound() { int volume = Pop(); S_StartAmbSound(NULL, S_GetSoundID(mp->ACS_FindString(Pop())), volume/127.0); return ACS_CONTINUE; }