/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/ |
H A D | SOUNDS.C | 285 int voice, sndang, ca, pitch; in xyzsound() local 363 sndang = 0; in xyzsound() 368 sndang = 2048 + ca - getangle(cx-x,cy-y); in xyzsound() 369 sndang &= 2047; in xyzsound() 403 voice = FX_PlayVOC3D( Sound[ num ].ptr,pitch,sndang>>6,sndist>>6, soundpr[num], num ); in xyzsound() 404 else voice = FX_PlayWAV3D( Sound[ num ].ptr,pitch,sndang>>6,sndist>>6, soundpr[num], num ); in xyzsound() 510 short sndang,ca,j,k,i,cs; in pan3dsound() local 541 sndang = 0; in pan3dsound() 546 sndang = 2048 + ca - getangle(cx-sx,cy-sy); in pan3dsound() 547 sndang &= 2047; in pan3dsound() [all …]
|
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | sounds_mapster32.cpp | 155 int32_t voice, sndang, ca, pitch; in S_PlaySound3D() local 235 sndang = 2048 + ca - getangle(cx-pos->x,cy-pos->y); in S_PlaySound3D() 236 sndang &= 2047; in S_PlaySound3D() 265 pitch, sndang>>4, sndist>>6, g_sounds[num].pr, num); in S_PlaySound3D() 385 int32_t sndang,ca,j,k,i,cs; in S_Update() local 404 sndang = 2048 + ca - getangle(cx-sx,cy-sy); in S_Update() 405 sndang &= 2047; in S_Update() 441 FX_Pan3D(g_sounds[j].SoundOwner[k].voice,sndang>>4,sndist>>6); in S_Update()
|
H A D | sounds.cpp | 599 int32_t sndang = 0, sndist = 0; in S_CalcDistAndAng() local 605 sndang = S_GetAngle(angle, cam, pos); in S_CalcDistAndAng() 616 sndist = sndang = 0; in S_CalcDistAndAng() 631 sndang = S_GetAngle(angle, cam, pos); in S_CalcDistAndAng() 664 *angPtr = sndang; in S_CalcDistAndAng() 731 int32_t sndist, sndang; in S_PlaySound3D() local 791 …FeedPlayback3D(RT_SoundDecodeEnv, 16, 1, rt_soundrate[sndNum] + pitch, 0, sndang >> 4, sndist >> 6, in S_PlaySound3D() 799 …voice = FX_Play3D(snd.ptr, snd.siz, repeatp ? FX_LOOP : FX_ONESHOT, pitch, sndang >> 4, sndist >> … in S_PlaySound3D() 997 int32_t sndist, sndang; in S_Update() local 999 …CalcDistAndAng(spriteNum, sndnum, cs, ca, c, (const vec3_t *)&sprite[spriteNum], &sndist, &sndang); in S_Update() [all …]
|
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | sounds_mapster32.cpp | 153 int32_t voice, sndang, ca, pitch; in S_PlaySound3D() local 233 sndang = 2048 + ca - getangle(cx-pos->x,cy-pos->y); in S_PlaySound3D() 234 sndang &= 2047; in S_PlaySound3D() 263 pitch, sndang>>4, sndist>>6, g_sounds[num].pr, fix16_one, num); in S_PlaySound3D() 383 int32_t sndang,ca,j,k,i,cs; in S_Update() local 402 sndang = 2048 + ca - getangle(cx-sx,cy-sy); in S_Update() 403 sndang &= 2047; in S_Update() 439 FX_Pan3D(g_sounds[j].SoundOwner[k].voice,sndang>>4,sndist>>6); in S_Update()
|
H A D | sounds.cpp | 572 int sndang = 0, sndist = 0, explosion = 0; in S_CalcDistAndAng() local 577 sndang = S_GetAngle(angle, cam, pos); in S_CalcDistAndAng() 588 sndist = sndang = 0; in S_CalcDistAndAng() 603 sndang = S_GetAngle(angle, cam, pos); in S_CalcDistAndAng() 655 *angPtr = sndang; in S_CalcDistAndAng() 722 int32_t sndist, sndang; in S_PlaySound3D() local 723 …priteNum, sndNum, CAMERA(sect), fix16_to_int(CAMERA(q16ang)), &CAMERA(pos), pos, &sndist, &sndang); in S_PlaySound3D() 782 …int const voice = FX_Play3D(snd.ptr, snd.siz, repeatp ? FX_LOOP : FX_ONESHOT, pitch, sndang >> 4, … in S_PlaySound3D() 973 int sndist, sndang; in S_Update() local 975 …CalcDistAndAng(spriteNum, sndnum, cs, ca, c, (const vec3_t *)&sprite[spriteNum], &sndist, &sndang); in S_Update() [all …]
|