Remove unused return value of digi_link_sound_to_pos

This commit is contained in:
Kp 2015-08-05 02:59:02 +00:00
parent b979f52ebf
commit 9fb9aef509
2 changed files with 12 additions and 10 deletions

View file

@ -55,7 +55,7 @@ extern void digi_close();
extern void digi_play_sample( int sndnum, fix max_volume );
extern void digi_play_sample_once( int sndnum, fix max_volume );
int digi_link_sound_to_object( int soundnum, vcobjptridx_t objnum, int forever, fix max_volume );
int digi_link_sound_to_pos( int soundnum, vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume );
void digi_link_sound_to_pos( int soundnum, vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume );
// Same as above, but you pass the max distance sound can be heard. The old way uses f1_0*256 for max_distance.
int digi_link_sound_to_object2(int soundnum, vcobjptridx_t objnum, int forever, fix max_volume, vm_distance max_distance);

View file

@ -410,7 +410,7 @@ int digi_link_sound_to_object( int soundnum, const vcobjptridx_t objnum, int for
return digi_link_sound_to_object2( soundnum, objnum, forever, max_volume, vm_distance{256*F1_0});
}
static int digi_link_sound_to_pos2(int org_soundnum, const vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume, const vm_distance max_distance)
static void digi_link_sound_to_pos2(int org_soundnum, const vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume, const vm_distance max_distance)
{
const vcobjptr_t viewer{Viewer};
int volume, pan;
@ -418,36 +418,38 @@ static int digi_link_sound_to_pos2(int org_soundnum, const vcsegptridx_t segnum,
soundnum = digi_xlat_sound(org_soundnum);
if ( max_volume < 0 ) return -1;
if (max_volume < 0)
return;
// if ( max_volume > F1_0 ) max_volume = F1_0;
if (soundnum < 0 ) return -1;
if (soundnum < 0)
return;
if (GameSounds[soundnum].data==NULL) {
Int3();
return -1;
return;
}
if ( !forever ) { //&& GameSounds[soundnum - SOUND_OFFSET].length < SOUND_3D_THRESHHOLD) {
// Hack to keep sounds from building up...
digi_get_sound_loc( viewer->orient, viewer->pos, viewer->segnum, pos, segnum, max_volume, &volume, &pan, max_distance );
digi_play_sample_3d( org_soundnum, pan, volume, 0 );
return -1;
return;
}
auto f = find_sound_object_flags0();
if (f.first == f.second)
return -1;
return;
auto &so = *f.first;
so.flags = SOF_USED | SOF_LINK_TO_POS;
so.link_type.pos.segnum = segnum;
so.link_type.pos.sidenum = sidenum;
so.link_type.pos.position = pos;
so.loop_start = so.loop_end = -1;
return digi_link_sound_common(viewer, so, pos, forever, max_volume, max_distance, soundnum, segnum);
digi_link_sound_common(viewer, so, pos, forever, max_volume, max_distance, soundnum, segnum);
}
int digi_link_sound_to_pos( int soundnum, const vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume )
void digi_link_sound_to_pos(int soundnum, const vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume)
{
return digi_link_sound_to_pos2( soundnum, segnum, sidenum, pos, forever, max_volume, vm_distance{F1_0 * 256});
digi_link_sound_to_pos2( soundnum, segnum, sidenum, pos, forever, max_volume, vm_distance{F1_0 * 256});
}
static void digi_kill_sound(sound_object &s)