A_StopAllSounds

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Expand view Topic review: A_StopAllSounds

Re: A_StopAllSounds

by Major Cooke » Sat Feb 29, 2020 12:12 pm

Re: A_StopAllSounds

by Matt » Mon Jan 27, 2020 1:58 am

Sweet, that would've been exactly what I would've suggested had it not already been the case!

Re: A_StopAllSounds

by Graf Zahl » Mon Jan 27, 2020 1:08 am

Matt wrote:Related request: IsActorPlayingAnySound()

Can already be done by passing 0 for the channel and sound id to the existing check functions.

Re: A_StopAllSounds

by Major Cooke » Sun Jan 26, 2020 4:01 pm

Matt, you should make a new thread for it.

Re: A_StopAllSounds

by Uni-000 » Fri Jan 24, 2020 11:19 am

Matt wrote:Related request: IsActorPlayingAnySound()
Could be useful for TItlemaps. +1

Re: A_StopAllSounds

by Matt » Thu Jan 23, 2020 5:35 pm

Related request: IsActorPlayingAnySound()

Re: A_StopAllScreeching

by Uni-000 » Tue Jan 21, 2020 8:15 pm

Mmm, tasty Idea, I think this would do!

Re: A_StopAllSounds

by Marisa the Magician » Sun Jan 19, 2020 5:00 am

I would appreciate this too.

A_StopAllSounds

by Major Cooke » Sat Jan 18, 2020 11:15 am

Pull Request

And a test sample:

Code: Select all

Class z : Actor
{
	Default
	{
		Radius 13;
		Height 8;
		Speed 25;
		Damage 5;
		Projectile;
		+RANDOMIZE
		+ZDOOMTRANS
		+BRIGHT
		RenderStyle "Add";
		Alpha 0.75;
		Obituary "$OB_MPPLASMARIFLE";
	}
	States
	{
	Spawn:
		PLSS A 6 A_StartSound("weapons/plasmaf", 8);
		PLSS B 6 A_StartSound("weapons/plasmaf", 9);
		Loop;
	Death:
		PLSE A 4
		{
			A_StopAllSounds();
			A_StartSound("weapons/plasmax");
		}
		PLSE ABCDE 4;
		Stop;
	}
}

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