/* sounds for other non-game actions */
{ "door.opening", "door.wav" },
{ "door.closing", "door.wav" },
+ { "door_1.opening", UNDEFINED_FILENAME },
+ { "door_1.closing", UNDEFINED_FILENAME },
+ { "door_2.opening", UNDEFINED_FILENAME },
+ { "door_2.closing", UNDEFINED_FILENAME },
{ "request.opening", UNDEFINED_FILENAME },
{ "request.closing", UNDEFINED_FILENAME },
{
/* opening door sound has priority over simultaneously closing door */
if (door_state & (DOOR_OPEN_1 | DOOR_OPEN_2))
+ {
PlayMenuSoundStereo(SND_DOOR_OPENING, SOUND_MIDDLE);
+
+ if (door_state & DOOR_OPEN_1)
+ PlayMenuSoundStereo(SND_DOOR_1_OPENING, SOUND_MIDDLE);
+ if (door_state & DOOR_OPEN_2)
+ PlayMenuSoundStereo(SND_DOOR_2_OPENING, SOUND_MIDDLE);
+ }
else if (door_state & (DOOR_CLOSE_1 | DOOR_CLOSE_2))
+ {
PlayMenuSoundStereo(SND_DOOR_CLOSING, SOUND_MIDDLE);
+
+ if (door_state & DOOR_CLOSE_1)
+ PlayMenuSoundStereo(SND_DOOR_1_CLOSING, SOUND_MIDDLE);
+ if (door_state & DOOR_CLOSE_2)
+ PlayMenuSoundStereo(SND_DOOR_2_CLOSING, SOUND_MIDDLE);
+ }
}
for (k = start; k < num_move_steps; k++)