static void I_SDL_PrecacheSounds(sfxinfo_t *sounds, int num_sounds) { char namebuf[9]; int i; // Don't need to precache the sounds unless we are using libsamplerate. if (use_libsamplerate == 0) { return; } printf("I_SDL_PrecacheSounds: Precaching all sound effects.."); for (i=0; i<num_sounds; ++i) { if ((i % 6) == 0) { printf("."); fflush(stdout); } GetSfxLumpName(&sounds[i], namebuf, sizeof(namebuf)); sounds[i].lumpnum = W_CheckNumForName(namebuf); if (sounds[i].lumpnum != -1) { CacheSFX(&sounds[i]); } } printf("\n"); }
static int I_SDL_GetSfxLumpNum(sfxinfo_t *sfx) { char namebuf[9]; GetSfxLumpName(sfx, namebuf, sizeof(namebuf)); return W_GetNumForName(namebuf); }
static int I_SDL_GetSfxLumpNum(sfxinfo_t *sfx) { char namebuf[9]; GetSfxLumpName(sfx, namebuf, sizeof(namebuf)); // [crispy] make missing sounds non-fatal return W_CheckNumForName(namebuf); }