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Searched refs:MUSICRATE (Results 1 – 8 of 8) sorted by relevance

/dports/games/SRB2/SRB2-SRB2_release_2.2.9/src/
H A Ddoomdef.h394 #define MUSICRATE 1000 // sound timing is calculated by milliseconds macro
H A Ddeh_tables.c4806 {"MUSICRATE",MUSICRATE},
H A Dp_inter.c2540 music_stack_fadeout = MUSICRATE/2; // HACK: Fade out current music in P_KillMobj()
2585 S_ChangeMusicEx("_gover", 0, 0, 0, (2*MUSICRATE) - (MUSICRATE/25), 0); // 1.96 seconds in P_KillMobj()
3051 S_FadeMusic(0, 10*MUSICRATE); in P_NiGHTSDamage()
3502 S_FadeMusic(0, 10*MUSICRATE); in P_SpecialStageDamage()
H A Df_finale.c1464 S_FadeOutStopMusic(2*MUSICRATE); in F_StartGameEvaluation()
1469 S_FadeOutStopMusic(5*MUSICRATE); in F_StartGameEvaluation()
3852 I_FadeSong(0, MUSICRATE, &S_StopMusic); in F_ContinueResponder()
H A Ds_sound.c2114 poslapse = (UINT32)((float)(gametic - entry->tic)/(float)TICRATE*(float)MUSICRATE); in S_RecallMusic()
H A Dp_setup.c3818 …S_FadeOutStopMusic(MUSICRATE/4); //FixedMul(FixedDiv(F_GetWipeLength(wipedefs[wipe_speclevel_towhi… in P_RunSpecialStageWipe()
4084 …xedDiv((F_GetWipeLength(wipedefs[wipe_level_toblack])-2)*NEWTICRATERATIO, NEWTICRATE), MUSICRATE)); in P_LoadLevel()
H A Dp_user.c4237 music_stack_fadeout = MUSICRATE/2; // HACK: Fade out current music in P_DoSuperStuff()
4323 music_stack_fadeout = MUSICRATE/2; // HACK: Fade out current music in P_DoSuperStuff()
7124 S_FadeMusic(0, 10*MUSICRATE); in P_NiGHTSMovement()
11647 S_FadeOutStopMusic(1*MUSICRATE); in P_PlayerThink()
11653 S_FadeOutStopMusic(1*MUSICRATE); in P_PlayerThink()
H A Dp_enemy.c3958 S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, (1*MUSICRATE)+(MUSICRATE/2), in A_BossDeath()