as a new private function. make S_MP3_CodecRewindStream() to use
the new mp3_madseek() function.
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integer overflow as observed in the warpspasm mod depending on
the volume level. so, moved the left shifting to left/right
volume before the multiplication.
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ECONNREFUSED for windows. define new macros NET_EWOULDBLOCK and
NET_ECONNREFUSED for both unix and for windows and change the
users accordingly.
* net_udp.c, net_wins.c, net_wipx.c:
adjust for the new NET_EWOULDBLOCK and NET_ECONNREFUSED macros.
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content to Misc/fitzquake080sdl.txt for future reference.
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made quakespasm custom conback embedding optional, still defaulting to 1.
the code requires USE_QS_CONBACK preprocessor definition.
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(BGM_Play): call BGM_Stop() before anything else. don't do anything
if there are no music handlers.
(BGM_PlayCDtrack): remove commented out code. if CDAudio_Play() call
failed and there are no music handlers, don't do anything else.
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removed the inline versions which only handled integers. moved CLAMP
macro to common.h. Adjusted all places for the renamed macros.
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added new cvar bgm_extmusic to enable/disable playing of external music files.
added a new menu entry to control bgm_extmusic.
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new raw samples interface from Hammer of Thyrion (uhexen2) :
- bgmusic.c, bgmusic.h: New BGM interface for background music handling.
Handles streaming music as raw sound samples.
- bgmnull.c: BGM source for cases where the engine is configured for no
sound.
- cl_main.c: Include bgmusic.h. Call BGM_Stop() and CDAudio_Stop() in
CL_Disconnect().
- cd_sdl.c: Moved bgmvolume boundary checking to bgmusic.c upon value
changes.
- gl_vidnt.c, gl_vidsdl.c, cl_parse.c: Include bgmusic.h. Add BGM_Pause()
and BGM_Resume() calls along with CDAudio_ counterparts.
- cl_parse.c: Replace CDAudio_Play() call by the new BGM_PlayCDtrack()
which first tries CDAudio_Play() and then streaming music if it fails.
- host.c: Include bgmusic.h. Call BGM_Update() just before S_Update()
in Host_Frame(). In Host_Init(), call BGM_Init() after other audio init
calls. In Host_Shutdown(), call BGM_Shutdown() before all other audio
shutdown calls.
- snd_dma.c: Include snd_codec.h and bgmusic.h. Call S_CodecInit() from
S_Init(). Call S_CodecShutdown() from S_Shutdown().
- snd_codec.c, snd_codec.h: New public codec interface for streaming
music as raw samples. Adapted from quake2 and ioquake3 with changes.
Individual codecs are responsible for handling any necessary byte swap
operations.
- snd_codeci.h: New header for snd_codec internals.
- snd_wave.c, snd_wave.h: Codec for WAV format streaming music. Adapted
from ioquake3 with changes.
- snd_vorbis.c, snd_vorbis.h: Codec for Ogg/Vorbis format streaming music.
- snd_mp3.c, snd_mp3.h: Codec for MP3 format streaming music using libmad.
Adapted from the SoX project with changes.
- Makefile: Adjusted for the new sources. Added switches USE_CODEC_WAVE,
USE_CODEC_MP3, USE_CODEC_VORBIS for enabling and disabling individual
codecs.
- Windows makefiles and project files as well as other CodeBlocks project
files will be updated shortly.
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COM_FileExists as a new helper procedure which calls COM_FindFile
with both file and handle parameters as NULL.
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accept only if it is coming from the same game directory as for the map
itself.
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information about the game directory from where the model is
loaded.
gl_model.c (Mod_LoadModel): Send the path_id member of the
model to FS_Load* function, instead of NULL.
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int identifier assigned to the game directory. Remember that main
<install_dir>/game1 and the unix <userdir>/game1 have the same id.
The id starts as 1 for the first data1 directory. For every new
directory, the value is the left-shifted version of the previous
one. Made COM_FindFile() to accept a path_id pointer argument
and storing the id in it if it isn't NULL. Made COM_OpenFile(),
COM_FOpenFile() and all COM_Load* functions to accept a path_id
pointer argument similarly. Adjusted callers accordingly.
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Made COM_FindFile() static to common.c. Removed COM_CopyFile(), no
callers at the moment.
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for easier reading. Added COM_LoadZoneFile(), COM_LoadMallocFile() and
COM_LoadBufFile() from uhexen2. Added comments after their prototypes
in common.h.
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Fixes "whiteroom" (http://www.quaddicted.com/reviews/whiteroom.html) completely
locking the engine. fix from the quakeforge sources.
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DEFAULT_SOUND_PACKET_VOLUME and DEFAULT_SOUND_PACKET_ATTENUATION
from sound.h to protocol.h. remove unused gamealive, soundalive
and splitbuffer members from the dma_t structure. make SNDDMA_Init()
to take a dma_t* parameter and make sn static to snd_dma.c. copy
over LordHavoc's S_StartSound skip calculation fixes from uhexen2.
make many functions/data static to their respective files. many
whitespace/formatting clean-ups.
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* snd_mix.c: Increased PAINTBUFFER_SIZE from 512 to 2048.
* snd_mix.c: snd_vol is static now. it is calculated in S_PaintChannels and
only used in SND_PaintChannelFrom16. all its other uses are removed from
Snd_WriteLinearBlastStereo16, S_TransferStereo16, S_TransferPaintBuffer.
The way it was, the sound volume was applied to the whole final contents
of the paint buffer, but with this new quake2+ way we can add raw samples
to the paint buffer with its own volume, such as bgmvolume. However, this
makes the snd_scaletable to be recalculated everytime the sfxvolume is,
changed, therefore it is adjusted that way to incorporate sfxvolume.
* snd_mix.c: In S_PaintChannels, check against s_rawend and copy from the
streaming sound source if necessary.
* snd_dma.c: Added old_volume to detect sfxvolume changes. Made S_Update to
compare it to sfxvolume.value and call SND_InitScaletable() if it changed.
* snd_dma.c: Add new globals s_rawsamples and s_rawend. Reset s_rawend to 0
in S_ClearBuffer. Add new function S_RawSamples, adapted from quake2 with
its 8 bit stereo playback fixed.
* snd_dma.c (S_FileExtension): Add new function which returns the given
sound file's extension including the dot, or NULL.
* q_sound.h: Add new macro MAX_RAW_SAMPLES, defined as 8192. Add externs
for new globals s_rawsamples and s_rawend. Add prototype for the new
S_RawSamples and S_FileExtension functions.
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