Fix the web port's numerous audio issues.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5681 fc73d0e0-1445-4013-8a0c-d673dee63da5
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5 changed files with 65 additions and 12 deletions
25
build_wip.sh
25
build_wip.sh
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@ -60,6 +60,10 @@ do
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echo " -r VER Specifies the SVN revision to update to"
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echo " -j THREADS Specifies how many jobs to make with"
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echo " --help This text"
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echo " --noupdate Don't do svn updates"
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echo " --unclean Don't do make clean, for faster rebuilds"
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echo " --web Build web target (excluding all others)"
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echo " --droid Build android target (excluding others)"
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exit 0
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;;
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-build|--build)
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@ -69,6 +73,27 @@ do
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--noupdate)
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NOUPDATE="y"
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;;
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--unclean)
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BUILD_CLEAN="n"
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;;
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--web)
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BUILD_LINUXx86="n"
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BUILD_LINUXx64="n"
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BUILD_LINUXarmhf="n"
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BUILD_WIN32="n"
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BUILD_WIN64="n"
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BUILD_ANDROID="n"
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BUILD_WEB="y"
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;;
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--droid)
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BUILD_LINUXx86="n"
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BUILD_LINUXx64="n"
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BUILD_LINUXarmhf="n"
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BUILD_WIN32="n"
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BUILD_WIN64="n"
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BUILD_ANDROID="y"
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BUILD_WEB="n"
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;;
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*)
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echo "Unknown option $1"
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;;
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@ -527,7 +527,7 @@ static qboolean OpenAL_LoadCache(oalinfo_t *oali, unsigned int *bufptr, sfxcache
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float *tmp = malloc(size);
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float *src = (float*)sc->data;
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int i;
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for (i = 0; i < (size>>1); i++)
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for (i = 0; i < (size>>2); i++)
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{
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tmp[i] = src[i]*volume; //signed. oversaturation isn't my problem
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}
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@ -84,7 +84,14 @@ cvar_t precache = CVARAF( "s_precache", "1",
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"precache", 0);
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cvar_t loadas8bit = CVARAFD( "s_loadas8bit", "0",
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"loadas8bit", CVAR_ARCHIVE,
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"Downsample sounds on load as lower quality 8-bit sound.");
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"Downsample sounds on load as lower quality 8-bit sound, to save memory.");
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#ifdef FTE_TARGET_WEB
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cvar_t snd_loadasstereo = CVARD( "snd_loadasstereo", "1",
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"Force mono sounds to load as if stereo ones, to waste memory. Used to work around stupid browser bugs.");
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#else
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cvar_t snd_loadasstereo = CVARD( "snd_loadasstereo", "0",
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"Force mono sounds to load as if stereo ones, to waste memory. Not normally useful.");
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#endif
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cvar_t ambient_level = CVARAFD( "s_ambientlevel", "0.3",
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"ambient_level", CVAR_ARCHIVE,
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"This controls the volume levels of automatic area-based sounds (like water or sky), and is quite annoying. If you're playing deathmatch you'll definitely want this OFF.");
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@ -2294,6 +2301,7 @@ void S_Init (void)
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Cvar_Register(&volume, "Sound controls");
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Cvar_Register(&precache, "Sound controls");
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Cvar_Register(&loadas8bit, "Sound controls");
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Cvar_Register(&snd_loadasstereo, "Sound controls");
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Cvar_Register(&bgmvolume, "Sound controls");
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Cvar_Register(&snd_nominaldistance, "Sound controls");
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Cvar_Register(&ambient_level, "Sound controls");
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@ -559,6 +559,7 @@ ResampleSfx
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static qboolean ResampleSfx (sfx_t *sfx, int inrate, int inchannels, int inwidth, int insamps, int inloopstart, qbyte *data)
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{
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extern cvar_t snd_linearresample;
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extern cvar_t snd_loadasstereo;
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double scale;
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sfxcache_t *sc;
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int outsamps;
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@ -575,7 +576,7 @@ static qboolean ResampleSfx (sfx_t *sfx, int inrate, int inchannels, int inwidth
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outwidth = inwidth;
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len = outsamps * outwidth * inchannels;
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sfx->decoder.buf = sc = BZ_Malloc(len + sizeof(sfxcache_t));
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sfx->decoder.buf = sc = BZ_Malloc(sizeof(sfxcache_t) + len);
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if (!sc)
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{
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return false;
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@ -603,6 +604,25 @@ static qboolean ResampleSfx (sfx_t *sfx, int inrate, int inchannels, int inwidth
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sc->numchannels,
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snd_linearresample.ival);
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if (inchannels == 1 && snd_loadasstereo.ival)
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{ //I'm implementing this to work around what looks like a firefox bug, where mono buffers don't get played (but stereo works just fine despite all the spacialisation issues associated with that).
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sfxcache_t *nc = sfx->decoder.buf = BZ_Malloc(sizeof(sfxcache_t) + len*2);
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*nc = *sc;
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nc->data = (qbyte*)(nc+1);
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SND_ResampleStream (sc->data,
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sc->speed,
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sc->width,
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sc->numchannels,
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outsamps,
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nc->data,
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nc->speed*2,
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nc->width,
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nc->numchannels,
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false);
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nc->numchannels *= 2;
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BZ_Free(sc);
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}
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return true;
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}
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@ -1083,27 +1083,28 @@ console.log("onerror: " + _url);
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emscriptenfte_al_loadaudiofile : function(buf, dataptr, datasize)
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{
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var ctx = AL.currentContext || AL.currentCtx;
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var ctx = AL;
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//match emscripten's openal support.
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if (!buf)
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return;
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var albuf = ctx.buffers[buf];
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ctx.buffers[buf] = null; //alIsBuffer will report it as invalid now
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var albuf = AL.buffers[buf];
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AL.buffers[buf] = null; //alIsBuffer will report it as invalid now
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try
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{
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//its async, so it needs its own copy of an arraybuffer
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//its async, so it needs its own copy of an arraybuffer, not just a view.
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var abuf = new ArrayBuffer(datasize);
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Uint8Array(abuf).set(HEAPU8.subarray(dataptr, dataptr+datasize));
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AL.currentContext.ctx.decodeAudioData(abuf,
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var rbuf = new Uint8Array(abuf);
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rbuf.set(HEAPU8.subarray(dataptr, dataptr+datasize));
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AL.currentCtx.audioCtx.decodeAudioData(abuf,
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function(buffer)
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{
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//Warning: This depends upon emscripten's specific implementation of alBufferData
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albuf.bytesPerSample = 2;
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albuf.channels = 1;
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albuf.length = 1;
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albuf.frequency = 11025;
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albuf.length = buffer.length;
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albuf.frequency = buffer.sampleRate;
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albuf.audioBuf = buffer;
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ctx.buffers[buf] = albuf; //and its valid again!
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@ -1121,7 +1122,6 @@ console.log("onerror: " + _url);
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console.log(e);
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ctx.buffers[buf] = albuf;
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}
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return id;
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},
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emscriptenfte_gl_loadtexturefile : function(texid, widthptr, heightptr, dataptr, datasize, fname)
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