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added fallback from random to default BD style diamond impact sound
author
Holger Schemel
<info@artsoft.org>
Tue, 13 Feb 2024 20:24:29 +0000
(21:24 +0100)
committer
Holger Schemel
<info@artsoft.org>
Sun, 18 Feb 2024 15:16:59 +0000
(16:16 +0100)
src/game.c
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diff --git
a/src/game.c
b/src/game.c
index 47f3611731f7bf4bff3741f45681d2b1fb37b73d..d6ff2454cff5f4fcfe07cf5c3aa4efd82d771194 100644
(file)
--- a/
src/game.c
+++ b/
src/game.c
@@
-15668,6
+15668,9
@@
static int getSoundEffect_BD(int element_bd, int sample)
case GD_S_DIAMOND_RANDOM:
nr = GetSimpleRandom(8);
sound_effect = SND_BD_DIAMOND_IMPACT_RANDOM_1 + nr;
case GD_S_DIAMOND_RANDOM:
nr = GetSimpleRandom(8);
sound_effect = SND_BD_DIAMOND_IMPACT_RANDOM_1 + nr;
+
+ if (getSoundInfoEntryFilename(sound_effect) == NULL)
+ sound_effect = SND_BD_DIAMOND_IMPACT;
break;
case GD_S_DIAMOND_1:
break;
case GD_S_DIAMOND_1:
@@
-15680,6
+15683,9
@@
static int getSoundEffect_BD(int element_bd, int sample)
case GD_S_DIAMOND_8:
nr = sample - GD_S_DIAMOND_1;
sound_effect = SND_BD_DIAMOND_IMPACT_RANDOM_1 + nr;
case GD_S_DIAMOND_8:
nr = sample - GD_S_DIAMOND_1;
sound_effect = SND_BD_DIAMOND_IMPACT_RANDOM_1 + nr;
+
+ if (getSoundInfoEntryFilename(sound_effect) == NULL)
+ sound_effect = SND_BD_DIAMOND_IMPACT;
break;
case GD_S_TIMEOUT_0:
break;
case GD_S_TIMEOUT_0: