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DSDHacked [SOUNDS] support #1
DSDHacked [SOUNDS] support #1
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{ | ||
for (int i = 0; i < count; i++) | ||
{ | ||
SoundMap.insert(source[i] ? strdup(source[i]) : NULL, i); |
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According to the id24spec, sfx has a soundnum
that is int32_t. We should add those for all sounds if possible so we can reference them directly by index. This is similar to how mobjinfo and state_t have their own indices.
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Though looking at PatchSounds DoomObjectContainer does have the ability to store and find the given index that a sound is stored with. Does this map resolve to an sfx struct somewhere?
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yes, the sound structs are stored in S_sfx, a vector that is mostly only modified and accessed by functions from s_sound.cpp
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Making a note here (not necessary to implement right now): the struct channel_t in s_sound.cpp
is similar to the id24spec struct sfxinfo_s
. That's where we can do id24 work later on.
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Don't want to merge this yet, it's causing some issues with multiplayer in eviternity 2. |
Fixed, soundmap wasn't being initialized on the server. |
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cmbernard333:feature/dsdhacked-2021
Implement PatchSounds for DSDHacked.