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https://github.com/OpenRCT2/OpenRCT2
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use mixer for title music, crowd noise, rain/thunder, and sound effects
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@@ -380,7 +380,7 @@ void vehicle_sounds_update()
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pan = 0;
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}
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#ifdef USE_MIXER
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vehicle_sound->sound1_channel = Mixer_Play_Effect(sprite->vehicle.sound1_id, looping ? MIXER_LOOP_INFINITE : MIXER_LOOP_NONE, DStoMixerVolume(volume), DStoMixerPan(pan), DStoMixerRate(frequency));
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vehicle_sound->sound1_channel = Mixer_Play_Effect(sprite->vehicle.sound1_id, looping ? MIXER_LOOP_INFINITE : MIXER_LOOP_NONE, DStoMixerVolume(volume), DStoMixerPan(pan), DStoMixerRate(frequency), 0);
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#else
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RCT2_GLOBAL(0x014241BC, uint32) = 1;
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sound_play(&vehicle_sound->sound1, looping, volume, pan, frequency);
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@@ -481,7 +481,7 @@ void vehicle_sounds_update()
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pan = 0;
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}
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#ifdef USE_MIXER
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vehicle_sound->sound2_channel = Mixer_Play_Effect(sprite->vehicle.sound2_id, looping ? MIXER_LOOP_INFINITE : MIXER_LOOP_NONE, DStoMixerVolume(volume), DStoMixerPan(pan), DStoMixerRate(frequency));
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vehicle_sound->sound2_channel = Mixer_Play_Effect(sprite->vehicle.sound2_id, looping ? MIXER_LOOP_INFINITE : MIXER_LOOP_NONE, DStoMixerVolume(volume), DStoMixerPan(pan), DStoMixerRate(frequency), 0);
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#else
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RCT2_GLOBAL(0x014241BC, uint32) = 1;
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sound_play(&vehicle_sound->sound2, looping, volume, pan, frequency);
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