dhewm3/neo/sound
Daniel Gibson 860181867a Disable assertion in idSampleDecoderLocal::Decode*(), fix #461
It happened a lot more since
  504b572a Update sounds at ~60Hz instead of ~10Hz, fixes #141
(because then MixLoop() is more likely to be called in the narrow
 timeframe this can happen during level load) but could happen before.
So far I only observed it when starting a new game in Classic Doom 3.
See comment in the change and #461 for more information.
2022-05-28 18:05:49 +02:00
..
efxlib.h Cleanup EFX code 2012-01-10 17:45:37 +01:00
snd_cache.cpp idSoundSample::Load() uses s_decompressionLimit for oggs again 2021-04-27 20:08:59 +02:00
snd_decoder.cpp Disable assertion in idSampleDecoderLocal::Decode*(), fix #461 2022-05-28 18:05:49 +02:00
snd_efxfile.cpp Calculate EFX density as in EFX-Util 2021-01-15 17:57:17 +01:00
snd_emitter.cpp Properly pause sounds when entering menu, fixes #330 2021-04-27 20:08:59 +02:00
snd_local.h Add s_alReverbGain CVar to reduce intensity of reverb effects, fix #365 2021-04-27 20:08:59 +02:00
snd_shader.cpp Untangle the epic precompiled.h mess 2011-12-19 23:21:47 +01:00
snd_system.cpp Restore C++98 compatibility (NULL instead of nullptr) 2021-07-17 18:24:46 +02:00
snd_wavefile.cpp Use stb_vorbis instead of libogg and libvorbis(file) 2021-04-27 20:08:59 +02:00
snd_world.cpp Fix endless loop when decoding OGGs, #390 2021-06-22 02:59:59 +02:00
sound.h Port EAX to EFX 2012-01-08 22:04:56 +01:00
stb_vorbis.h Update stb_vorbis to v1.22 and stb_image to v2.27 2021-10-31 06:14:59 +01:00