Merge branch 'next' into roundqueue

This commit is contained in:
NepDisk 2026-03-27 22:16:42 -04:00
commit fddcf9c2af

View file

@ -1022,10 +1022,11 @@ void I_UpdateSoundParams(INT32 handle, UINT8 vol, UINT8 sep, UINT8 pitch, efx_t
TRY(alSource3i, source, AL_AUXILIARY_SEND_FILTER, efx->al.slot, 0, AL_FILTER_NULL);
}
else if (origin != NULL && audio.globalefx.enabled
&& mapheaderinfo[gamemap-1]->globalEFX->type != EFFECT_NONE
&& TRY(alIsEffect, audio.globalefx.effect)
&& TRY(alIsAuxiliaryEffectSlot, audio.globalefx.slot))
{
if (originmobj->type && (originmobj->subsector->sector->flags & MSF_NOEFX))
if (originmobj && originmobj->type && originmobj->subsector && originmobj->subsector->sector && (originmobj->subsector->sector->flags & MSF_NOEFX))
TRY(alSource3i, source, AL_AUXILIARY_SEND_FILTER, AL_EFFECTSLOT_NULL, 0, AL_FILTER_NULL);
else
TRY(alSource3i, source, AL_AUXILIARY_SEND_FILTER, audio.globalefx.slot, 0, AL_FILTER_NULL);
@ -2189,6 +2190,9 @@ void I_CreateGlobalEFX(efx_t *efx)
if (!cv_soundefx.value || dedicated)
return;
if (mapheaderinfo[gamemap-1]->globalEFX->type == EFFECT_NONE)
return;
if (efx == NULL)
return;