From 1d1a4c83eb8488931477a4bbceba34727d3cbac0 Mon Sep 17 00:00:00 2001 From: NepDisk Date: Sun, 22 Mar 2026 16:42:55 -0400 Subject: [PATCH] Use Reverb for ring burnout sound --- src/k_kart.c | 9 ++++++++- src/p_enemy.c | 19 +++---------------- 2 files changed, 11 insertions(+), 17 deletions(-) diff --git a/src/k_kart.c b/src/k_kart.c index 235d96007..ba5e1910e 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -9064,7 +9064,14 @@ INT32 K_GetKartRingPower(const player_t *player, boolean boosted) if (player->ringtime == finalPower*ringcap) { if (P_IsLocalPlayer(player)) - S_StartSound(NULL, sfx_cdfm66); + { + efx_t efx; + S_InitEFXArray(&efx); + efx.type = EFFECT_REVERB; + efx.var5 = 6; + + S_StartSoundAtVolumeEx(NULL, sfx_cdfm66, 255, &efx); + } } else if (player->ringtime > finalPower*(ringcap+(ringcap/2))) { diff --git a/src/p_enemy.c b/src/p_enemy.c index 20e67a3a3..bd6ca62fb 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -3234,24 +3234,11 @@ void A_AttractChase(void *thing) actor->target->player->ringboost += K_GetKartRingPower(actor->target->player, true); actor->target->player->ringtime += K_GetKartRingPower(actor->target->player, true); -//#define EFXTEST -#ifdef EFXTEST - efx_t efx; - S_InitEFXArray(&efx); - efx.type = EFFECT_REVERB; - efx.var5 = 5.9; - S_StartSoundAtVolumeEx(actor->target, sfx_s1b5, actor->target->player->ringvolume, &efx); -#else S_StartSoundAtVolume(actor->target, sfx_s1b5, actor->target->player->ringvolume); -#endif if (actor->target->player->rings <= 10) { -#ifdef EFXTEST - S_StartSoundAtVolumeEx(actor->target, sfx_ringlw, 255 - actor->target->player->rings*10, &efx); -#else S_StartSoundAtVolume(actor->target, sfx_ringlw, 255 - actor->target->player->rings*10); -#endif } if (actor->target->player->ringboost > (4*TICRATE + TICRATE/2)) @@ -11504,11 +11491,11 @@ void A_EggMinePop(void *thing) poof = P_SpawnMobj(actor->x, actor->y, actor->z, MT_EXPLODE); S_StartSound(poof, actor->info->deathsound); - + if (!(actor->target && actor->target->player)) return; - + player = actor->target->player; - + landMine = P_SpawnMobj(actor->x, actor->y, actor->z + actor->height/2, MT_LANDMINE); K_FlipFromObject(landMine, actor); landMine->threshold = 10;