// Pages in all the texutures for the currently // loaded mission. Call game_busy() occasionally... void level_page_in() { // Most important ones first game_busy( NOX("*** paging in ships ***") ); ship_page_in(); //Must be called after paging in ships game_busy( NOX("*** paging in weapons ***") ); weapons_page_in(); game_busy( NOX("*** paging in various effects ***") ); fireballs_page_in(); particle_page_in(); debris_page_in(); hud_page_in(); stars_page_in(); shockwave_page_in(); shield_hit_page_in(); asteroid_page_in(); neb2_page_in(); mflash_page_in(false); // just so long as it happens after weapons_page_in() // preload mission messages if NOT running low-memory (greater than 48MB) if (game_using_low_mem() == false) { message_pagein_mission_messages(); } if(!(Game_mode & GM_STANDALONE_SERVER)){ model_page_in_stop(); // free any loaded models that aren't used bm_page_in_stop(); } mprintf(( "Ending level bitmap paging...\n" )); }
/** * Load the ingame sounds into memory */ void gamesnd_load_gameplay_sounds() { if ( !Sound_enabled ) return; Assert( Snds.size() <= INT_MAX ); for (SCP_vector<game_snd>::iterator gs = Snds.begin(); gs != Snds.end(); ++gs) { if ( gs->filename[0] != 0 && strnicmp(gs->filename, NOX("none.wav"), 4) ) { if ( !gs->preload ) { // don't try to load anything that's already preloaded game_busy( NOX("** preloading gameplay sounds **") ); // Animate loading cursor... does nothing if loading screen not active. gs->id = snd_load(&(*gs)); } } } }
// load in sounds that we expect will get played // // The method currently used is to load all those sounds that have the hardware flag // set. This works well since we don't want to try and load hardware sounds in on the // fly (too slow). void gamesnd_preload_common_sounds() { int i; game_snd *gs; for ( i = 0; i < MAX_GAME_SOUNDS; i++ ) { gs = &Snds[i]; if ( gs->filename[0] != 0 && stricmp(gs->filename, NOX("none.wav")) ) { if ( gs->preload ) { gs->id = snd_load(gs); } } game_busy(); // Animate loading cursor... does nothing if loading screen not active. } }
// load in sounds that we expect will get played // // The method currently used is to load all those sounds that have the hardware flag // set. This works well since we don't want to try and load hardware sounds in on the // fly (too slow). void gamesnd_preload_common_sounds() { int i; game_snd* gs; if (!Sound_enabled) return; for (i = 0; i < Num_game_sounds; i++) { gs = &Snds[i]; if (gs->filename[0] != 0 && strnicmp(gs->filename, NOX("none.wav"), 4)) { if (gs->preload) { game_busy(NOX("** preloading common game sounds **")); // Animate loading cursor... does nothing if loading screen not active. gs->id = snd_load(gs); } } } }
// ------------------------------------------------------------------------------------------------- // gamesnd_load_gameplay_sounds() // // Load the ingame sounds into memory // void gamesnd_load_gameplay_sounds() { int i; game_snd* gs; if (!Sound_enabled) return; for (i = 0; i < Num_game_sounds; i++) { gs = &Snds[i]; if (gs->filename[0] != 0 && strnicmp(gs->filename, NOX("none.wav"), 4)) { if (!gs->preload) { // don't try to load anything that's already preloaded game_busy(NOX("** preloading gameplay sounds **")); // Animate loading cursor... does nothing if loading screen not active. gs->id = snd_load(gs); } } } }