If too many of these sounds are started in one frame (for example if the
player shoots with the super shotgun into the power screen of a Brain)
things get too loud and OpenAL is forced to scale the volume of several
other sounds and the background music down. That leads to a noticable
and annoying drop in the overall volume.
Work around that by limiting the number of sounds started. 16 was
choosen by empirical testing.
This was so broken... Casting the type of an array to silence a
warning... It worked on x86, of course. But gave a SIGBUS on ARM.
Do it right, cast / copy the content of the array into another
array of the correct type. Yeah.
This fixes issue #231.
There're two possible problems with the calculation of the number of
sound buffers for Vorbis if OpenAL is in use:
* We assume that the (more or less) maximum number buffers is allocated
during map load. This is not correct if in a multiplayer game a lot of
custom models with custom sound connect at a later time.
* 64 buffers (about 3 seconds worth of music) may be too low in some
situations.
Work around this by recalculating the number of buffers if necessary.
We're now reserving about 256 (== 12 seconds) buffers.
This may fix issue #252.
We need to take in account that scaling the characters makes them
bigger, thus they need need to be places depending on the scale and not
at a precaclulated position. This should fix issue #247.
Miscframes are coupled to renderframes and are just checking for
renderer changes (very cheap) and advancing CD audio if implemented.
There's no reason not to that at every frame.
This allows us to implement the global timing without an artificial
brake slowing the game unnecessary down. This is only partial working,
more changes and fixes are coming.
The old framecounter had two problems:
* It measured only the time of the current render frame, not the total
time spend between the last and the current render frame. Therefor the
calculated value was too high.
* It was based upon milliseconds and rather inaccurate.
This new frame counter solves both problems. The total time spend
between two render frames is measured and the measurement done in
microseconds.
There're three modes:
* cl_drawfps 1 displayes the average frame rate calculated over the last
60 frames.
* cl_drawfps 2 displays a nice string with minimal framerate, maximum
framerate and average framerate. All three values are calculated over
the last 60 frames.
* cl_drawfps 3 is the same as number 2 but with a second line showing the
raw values.
TODO:
* Discuss if cl_drawfps should be renamed to cl_showfps. All other
status displays are named cl_show*.
While at it remove several unsused drawing functions.
This is the same as the well known Sys_Milliseconds() but like the name
suggests with microsecond precision. To be used in the upcoming new
framecounter.