/dports/games/zdoom/zdoom-2.8.1/src/menu/ |
H A D | menuinput.cpp | 187 S_Sound (CHAN_VOICE | CHAN_UI, "menu/choose", snd_menuvolume, ATTN_NONE); in MouseEvent()
|
H A D | videomenu.cpp | 177 S_Sound (CHAN_VOICE | CHAN_UI, "menu/choose", snd_menuvolume, ATTN_NONE); in Responder()
|
H A D | optionmenu.cpp | 331 S_Sound (CHAN_VOICE | CHAN_UI, "menu/cursor", snd_menuvolume, ATTN_NONE); in MenuEvent()
|
/dports/games/odamex/odamex-src-0.7.0/common/ |
H A D | p_mobj.cpp | 1671 S_Sound (mo, CHAN_VOICE, "misc/teleport", 1, ATTN_NORM); in P_NightmareRespawn() 1679 S_Sound (mo, CHAN_VOICE, "misc/teleport", 1, ATTN_NORM); in P_NightmareRespawn() 1999 S_Sound (th, CHAN_VOICE, th->info->seesound, 1, ATTN_NORM); in P_SpawnMissile() 2064 S_Sound (th, CHAN_VOICE, th->info->seesound, 1, ATTN_NORM); in P_SpawnPlayerMissile() 2156 S_Sound (mo, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE); in P_RespawnSpecials() 2210 S_Sound (mo, CHAN_VOICE, mo->info->deathsound, 1, ATTN_NORM); in P_ExplodeMissile()
|
H A D | p_floor.cpp | 113 S_Sound(m_Sector->soundorg, CHAN_BODY, "plats/pt1_stop", 1, ATTN_NORM); in PlayFloorSound() 879 S_Sound(m_Sector->soundorg, CHAN_BODY, "plats/pt1_stop", 1, ATTN_NORM); in PlayElevatorSound()
|
H A D | p_plats.cpp | 126 S_Sound (m_Sector->soundorg, CHAN_BODY, snd, 1, ATTN_NORM); in PlayPlatSound()
|
H A D | p_doors.cpp | 294 S_Sound (m_Sector->soundorg, CHAN_BODY, snd, 1, ATTN_NORM); in PlayDoorSound()
|
H A D | p_acs.cpp | 2585 S_Sound ( in RunScript() 2594 S_Sound ( in RunScript() 2608 S_Sound (CHAN_AUTO, in RunScript() 2619 S_Sound (CHAN_AUTO, in RunScript() 2630 S_Sound (activator, CHAN_AUTO, in RunScript() 2743 S_Sound (spot, CHAN_BODY, in RunScript()
|
/dports/games/zdoom/zdoom-2.8.1/src/ |
H A D | s_sndseq.cpp | 110 S_Sound(m_Actor, CHAN_BODY|loop, id, clamp(m_Volume, 0.f, 1.f), m_Atten); in MakeSound() 138 S_Sound (m_Poly, CHAN_BODY|loop, id, clamp(m_Volume, 0.f, 1.f), m_Atten); in MakeSound() 167 S_Sound(m_Sector, Channel, id, clamp(m_Volume, 0.f, 1.f), m_Atten); in MakeSound()
|
H A D | p_pspr.cpp | 234 S_Sound (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM); in P_BringUpWeapon() 522 S_Sound (self, CHAN_WEAPON, weapon->ReadySound, 1, ATTN_NORM); in DoReadyWeaponToFire()
|
H A D | p_effect.cpp | 663 S_Sound (mo, CHAN_WEAPON, sound, 1, ATTN_NORM); in P_DrawRailTrail() 679 S_Sound (FLOAT2FIXED(point.X), FLOAT2FIXED(point.Y), viewz, in P_DrawRailTrail()
|
H A D | p_conversation.cpp | 1106 S_Sound (CHAN_VOICE | CHAN_UI, gameinfo.chatSound, 1, ATTN_NONE); in P_StartConversation() 1156 S_Sound (npc, CHAN_VOICE|CHAN_NOPAUSE, CurNode->SpeakerVoice, 1, ATTN_NORM); in P_StartConversation()
|
H A D | p_doors.cpp | 434 S_Sound (thing, CHAN_VOICE, "*usefail", 1, ATTN_NORM); in EV_DoDoor()
|
H A D | p_map.cpp | 1300 S_Sound(tm.thing, CHAN_BODY, "misc/ripslop", 1, ATTN_IDLE); in PIT_CheckThing() 2408 S_Sound(slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!// ^ in HitSlideLine() 2424 S_Sound(slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff! in HitSlideLine() 2455 S_Sound(slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff! in HitSlideLine() 3736 S_Sound(t1, CHAN_WEAPON, puffDefaults->ActiveSound, 1, ATTN_NORM); in P_LineAttack() 4512 S_Sound(usething, CHAN_VOICE, "*usefail", 1, ATTN_IDLE); in P_UseTraverse() 4630 S_Sound(player->mo, CHAN_VOICE, "*usefail", 1, ATTN_IDLE); in P_UseLines() 5160 S_Sound(thing, CHAN_VOICE, thing->CrushPainSound, 1.f, ATTN_NORM); in P_DoCrunch()
|
H A D | p_teleport.cpp | 51 S_Sound (this, CHAN_BODY, "misc/teleport", 1, ATTN_NORM); in IMPLEMENT_CLASS()
|
H A D | p_things.cpp | 448 S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE); in P_Thing_Raise()
|
H A D | p_acs.cpp | 5523 S_Sound(spot, chan, sid, vol, atten); in CallFunction() 5527 S_Sound(spot, chan | CHAN_LOOP, sid, vol, atten); in CallFunction() 8128 S_Sound ( in RunScript() 8137 S_Sound ( in RunScript() 8151 S_Sound (CHAN_AUTO, in RunScript() 8162 S_Sound (CHAN_AUTO, in RunScript() 8175 S_Sound (activator, CHAN_AUTO, in RunScript() 8181 S_Sound (CHAN_AUTO, in RunScript() 8343 S_Sound (spot, CHAN_AUTO, in RunScript()
|
H A D | p_spec.cpp | 604 if (playsound) S_Sound (CHAN_AUTO | CHAN_UI, "misc/secret", 1, ATTN_NORM); in CVAR() 640 S_Sound (player->mo, CHAN_AUTO, in P_PlayerOnSpecialFlat()
|
H A D | d_net.cpp | 2145 S_Sound (CHAN_VOICE | CHAN_UI, gameinfo.chatSound, 1, ATTN_NONE); in Net_DoCommand() 2157 S_Sound (CHAN_VOICE | CHAN_UI, gameinfo.chatSound, 1, ATTN_NONE); in Net_DoCommand()
|
/dports/games/zdoom/zdoom-2.8.1/src/g_shared/ |
H A D | a_quake.cpp | 121 S_Sound (m_Spot, CHAN_BODY | CHAN_LOOP, m_QuakeSFX, 1, ATTN_NORM); in Tick()
|
H A D | a_keys.cpp | 457 S_Sound (owner, CHAN_VOICE, snd, 1, ATTN_NORM); in P_CheckKeys()
|
/dports/games/zdoom/zdoom-2.8.1/src/win32/ |
H A D | st_start.cpp | 742 S_Sound (CHAN_BODY, "StartupTick", 1, ATTN_NONE); in Progress() 770 S_Sound (CHAN_BODY, "misc/netnotch", 1, ATTN_NONE); in NetProgress() 785 S_Sound (CHAN_BODY, "PickupWeapon", 1, ATTN_NORM); in NetDone()
|
/dports/games/zdoom/zdoom-2.8.1/src/g_hexen/ |
H A D | a_flechette.cpp | 365 S_Sound (victim, CHAN_VOICE, "*poison", 1, ATTN_NORM); in DoSpecialDamage()
|
/dports/games/zdoom/zdoom-2.8.1/src/fragglescript/ |
H A D | t_func.cpp | 624 S_Sound(CHAN_AUTO, "misc/chat", 1.0f, ATTN_IDLE); in SF_Beep() 1527 S_Sound(mo, CHAN_BODY, T_FindSound(stringvalue(t_argv[1])), 1, ATTN_NORM); in SF_StartSound() 1553 S_Sound(sector, CHAN_BODY, T_FindSound(stringvalue(t_argv[1])), 1.0f, ATTN_NORM); in SF_StartSectorSound() 3275 S_Sound(CHAN_AUTO, T_FindSound(stringvalue(t_argv[0])), 1, ATTN_NORM); in SF_AmbientSound() 3374 if(spawn->DeathSound) S_Sound (spawn, CHAN_BODY, spawn->DeathSound, 1, ATTN_NORM); in SF_SpawnExplosion() 4295 S_Sound (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_NORM); in SF_SpawnShot2()
|
/dports/games/odamex/odamex-src-0.7.0/client/src/ |
H A D | g_game.cpp | 741 S_Sound (CHAN_INTERFACE, "switches/normbutn", 1, ATTN_NONE); in G_Responder() 1264 S_Sound (mo, CHAN_VOICE, "misc/teleport", 1, ATTN_NORM); // don't start sound on first frame in G_CheckSpot()
|