Exemple #1
0
/*
=====================
S_Base_BeginRegistration

=====================
*/
static void S_Base_BeginRegistration( void ) {
	s_soundMuted = qfalse;		// we can play again

	if (s_numSfx == 0) {
		SND_setup();

		Com_Memset(s_knownSfx, '\0', sizeof(s_knownSfx));
		Com_Memset(sfxHash, '\0', sizeof(sfx_t *) * LOOP_HASH);

		//S_Base_RegisterSound("sound/feedback/hit.wav", qfalse);		// changed to a sound in baseq3
		if (s_debugMissingSounds->integer) {
			S_Base_RegisterSound("sound/wc/beep05", qfalse);
			//S_Base_RegisterSound("sound/wc/a880", qfalse);
		} else {
			S_Base_RegisterSound("silence.wav", qfalse);
		}
	}
}
Exemple #2
0
/*
=====================
S_BeginRegistration

=====================
*/
void S_Base_BeginRegistration( void ) {
	s_soundMuted = qfalse;		// we can play again

	if (s_numSfx == 0) {
		SND_setup();

		Com_Memset(s_knownSfx, '\0', sizeof(s_knownSfx));
		Com_Memset(sfxHash, '\0', sizeof(sfx_t *) * LOOP_HASH);

		S_Base_RegisterSound("sound/misc/silence.wav", qfalse);		// changed to a sound in baseoa
	}
}
Exemple #3
0
/*
=====================
S_BeginRegistration

=====================
*/
void S_Base_BeginRegistration( void ) {
	s_soundMuted = qfalse;		// we can play again

	if (s_numSfx == 0) {
		SND_setup();

		Com_Memset(s_knownSfx, '\0', sizeof(s_knownSfx));
		Com_Memset(sfxHash, '\0', sizeof(sfx_t *) * LOOP_HASH);

		S_Base_RegisterSound("effects/null.ogg", qfalse);		// changed to a sound in baseq3
	}
}
Exemple #4
0
static void
S_Base_BeginRegistration(void)
{
    s_soundMuted = qfalse;	/* we can play again */

    if(s_numSfx == 0) {
        SND_setup();
        Q_Memset(s_knownSfx, '\0', sizeof(s_knownSfx));
        Q_Memset(sfxHash, '\0', sizeof(Sfx *) * LOOP_HASH);
        S_Base_RegisterSound(Psound "/default", qfalse);
    }
}
Exemple #5
0
/*
=====================
S_BeginRegistration

=====================
*/
void S_Base_BeginRegistration( void ) {
    s_soundMuted = qfalse;		// we can play again

    if (s_numSfx == 0) {
        SND_setup();

        s_numSfx = 0;
        Com_Memset( s_knownSfx, 0, sizeof( s_knownSfx ) );
        Com_Memset(sfxHash, 0, sizeof(sfx_t *)*LOOP_HASH);

        S_Base_RegisterSound("sound/feedback/hit.wav", qfalse);		// changed to a sound in baseq3
    }
}
Exemple #6
0
void S_Base_BeginRegistration(void)
{
	s_soundMuted = qfalse;      // we can play again

	if (numSfx == 0)
	{
		SND_setup();

		Com_Memset(knownSfx, 0, sizeof(knownSfx));
		Com_Memset(sfxHash, 0, sizeof(sfx_t *) * LOOP_HASH);

		S_Base_RegisterSound("sound/player/default/blank.wav", qfalse);               // changed to a sound in etmain
	}
}
Exemple #7
0
/*
=====================
S_BeginRegistration

=====================
*/
void S_Base_BeginRegistration( void ) {
	s_soundMuted = qfalse;		// we can play again

	if (s_numSfx == 0) {
		int default_sfx;

		SND_setup();

		Com_Memset(s_knownSfx, '\0', sizeof(s_knownSfx));
		Com_Memset(sfxHash, '\0', sizeof(sfx_t *) * LOOP_HASH);

		default_sfx = S_Base_RegisterSound(com_gameConfig.defaultSound, qfalse);

		if ( s_knownSfx[default_sfx].defaultSound )
			Com_Error( ERR_FATAL, "Can't load default sound effect %s", com_gameConfig.defaultSound );
	}
}