-
- /*
- * None of our world audio runs as one shots, they always have a player.
- * Therefore it is safe to delete clip data after the players are
- * disconnected
- */
- audio_lock();
- for( int i=0; i<world->audio_things_count; i++ )
- {
- struct world_audio_thing *at = &world->audio_things[i];
-
- if( audio_player_is_playing( &at->player ) )
- {
- u32 cflags = audio_player_get_flags( &at->player );
- audio_player_set_flags( &at->player, cflags | AUDIO_FLAG_KILL );
- }
- }
- audio_unlock();
-
- return 0;
-}
-
-VG_STATIC int world_change_world( int argc, const char *argv[] )
-{
-#if 0
- world_instance *world = get_active_world();
-
- if( argc == 0 )
- {
- vg_info( "%s\n", world.world_name );
- return 0;
- }
- else
- {
- vg_info( "Switching world...\n" );
- strcpy( world.world_name, argv[0] );
- world.switching_to_new_world = 1;
- world_stop_sound( 0, NULL );
- }
-#endif
-