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Searched refs:S_Sound (Results 101 – 125 of 130) sorted by relevance

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/dports/games/zdoom/zdoom-2.8.1/src/menu/
H A Dmenuinput.cpp187 S_Sound (CHAN_VOICE | CHAN_UI, "menu/choose", snd_menuvolume, ATTN_NONE); in MouseEvent()
H A Dvideomenu.cpp177 S_Sound (CHAN_VOICE | CHAN_UI, "menu/choose", snd_menuvolume, ATTN_NONE); in Responder()
H A Doptionmenu.cpp331 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 Dp_mobj.cpp1671 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 Dp_floor.cpp113 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 Dp_plats.cpp126 S_Sound (m_Sector->soundorg, CHAN_BODY, snd, 1, ATTN_NORM); in PlayPlatSound()
H A Dp_doors.cpp294 S_Sound (m_Sector->soundorg, CHAN_BODY, snd, 1, ATTN_NORM); in PlayDoorSound()
H A Dp_acs.cpp2585 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 Ds_sndseq.cpp110 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 Dp_pspr.cpp234 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 Dp_effect.cpp663 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 Dp_conversation.cpp1106 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 Dp_doors.cpp434 S_Sound (thing, CHAN_VOICE, "*usefail", 1, ATTN_NORM); in EV_DoDoor()
H A Dp_map.cpp1300 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 Dp_teleport.cpp51 S_Sound (this, CHAN_BODY, "misc/teleport", 1, ATTN_NORM); in IMPLEMENT_CLASS()
H A Dp_things.cpp448 S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE); in P_Thing_Raise()
H A Dp_acs.cpp5523 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 Dp_spec.cpp604 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 Dd_net.cpp2145 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 Da_quake.cpp121 S_Sound (m_Spot, CHAN_BODY | CHAN_LOOP, m_QuakeSFX, 1, ATTN_NORM); in Tick()
H A Da_keys.cpp457 S_Sound (owner, CHAN_VOICE, snd, 1, ATTN_NORM); in P_CheckKeys()
/dports/games/zdoom/zdoom-2.8.1/src/win32/
H A Dst_start.cpp742 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 Da_flechette.cpp365 S_Sound (victim, CHAN_VOICE, "*poison", 1, ATTN_NORM); in DoSpecialDamage()
/dports/games/zdoom/zdoom-2.8.1/src/fragglescript/
H A Dt_func.cpp624 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 Dg_game.cpp741 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()

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