void SN_UpdateActiveSequences(void) { seqnode_t *node; boolean sndPlaying; if(!ActiveSequences || paused) { // No sequences currently playing/game is paused return; } for(node = SequenceListHead; node; node = node->next) { if(node->delayTics) { node->delayTics--; continue; } sndPlaying = S_GetSoundPlayingInfo(node->mobj, node->currentSoundID); switch(*node->sequencePtr) { case SS_CMD_PLAY: if(!sndPlaying) { node->currentSoundID = *(node->sequencePtr+1); S_StartSoundAtVolume(node->mobj, node->currentSoundID, node->volume); } node->sequencePtr += 2; break; case SS_CMD_WAITUNTILDONE: if(!sndPlaying) { node->sequencePtr++; node->currentSoundID = 0; } break; case SS_CMD_PLAYREPEAT: if(!sndPlaying) { node->currentSoundID = *(node->sequencePtr+1); S_StartSoundAtVolume(node->mobj, node->currentSoundID, node->volume); } break; case SS_CMD_DELAY: node->delayTics = *(node->sequencePtr+1); node->sequencePtr += 2; node->currentSoundID = 0; break; case SS_CMD_DELAYRAND: node->delayTics = *(node->sequencePtr+1)+ M_Random()%(*(node->sequencePtr+2)-*(node->sequencePtr+1)); node->sequencePtr += 2; node->currentSoundID = 0; break; case SS_CMD_VOLUME: node->volume = (127*(*(node->sequencePtr+1)))/100; node->sequencePtr += 2; break; case SS_CMD_STOPSOUND: // Wait until something else stops the sequence break; case SS_CMD_END: SN_StopSequence(node->mobj); break; default: break; } } }
bool IsPlaying () { return S_GetSoundPlayingInfo (m_Actor, m_CurrentSoundID); }