I'm not quite sure if this really makes a difference. But it's the only
idea I have regarding several "Quake II hangs at shutdown when OpenAL is
run with Pulseaudio backend" bugs.
AL_PlayChannel() is only called by AL_AddLoopSounds() and
S_IssuePlaysound() - but only the latter set a volume there.
Because of that, loopsounds weren't hearable anymore after the last
commit which removed adding s_volume to all volumes in AL_PlayChannel().
This is fixed by setting the volume for looped sounds in
AL_AddLoopSounds() as well.
Looped sounds don't seem to have a customizable volume and are always
played at full volume (the volume is only changed by distance, but
OpenAL does that automatically).
OpenAL sources are reused in Quake2, so if a source has once been used
for a sound coming from the view entity, it'd stay relative, unless
told not to.
So now I set source's AL_SOURCE_RELATIVE to AL_TRUE or AL_FALSE in
AL_PlayChannel(), depending on the source coming from the player or not.
Thanks a lot to Tommi Teistelä for identifying the problem and pushing
me in the right direction!
OGG_OpenName(): add ogg_ignoretrack0 cvar to set whether we respect
default playback behaviour when track 0 is requested to be played via
standard cd audio playback.
Submitted by: ewe2
No, this is not a rage quit but the result of a long discussion. There
are several reasons for us to drop OS X support:
- OS X support was always more or less hacky. For example is was never
really integrated into the build system and some features like the
OpenAL sound backend never worked well.
- The OS X support never grew into the new world based upon SDL2.
- It was broken since at least Lion which was released 4 years ago.
- None of the developers has a Mac or plans to buy one. Supporting
a software for a platform not used by the developers is more or
less impossible.
- And despite several appeals no one from the OS X community ever
stept up and send patches.
Removed are:
- Makefile support
- The OpenAL quirks
- The Cocoa bindings
- The framworks
Not removed is:
- Savegame support
- Memory management support
- Platform detection
- OpenGL and SDL includes
So, if someone steps up and does a modern, fully integrated port based
upon SDL2 we're happy to merge it back. The requirements are:
- It must be a clean port, without any hacks
- Full build system integration must be provided
- The port must be maintained even after it was merged. At every release
binaries must be build, API / ABI changes with new OS X versions must
be tracked.
Testing showed that after the last round of sound changes FreeBSD is the
only platform with distorted sound when s_volume is set too high. I'm
pretty sure that it's caused by a bug in the OSS backend of openal-soft.
I'll need to analyze this more and maybe write a problem report. Since
FreeBSD users should be experienced enough to lower the volume when
there are problem (there's a FAQ in our README!), use the same default
volume on all platforms.
If the volume is set too high the OpenAL backend preamplification leads
to overdriven sound samples. It's not quite understandable to me why
that only happen on platforms other than Linux (maybe a bug in OpenAL?)
and there's not much we can do against it besides reducing the volume.
As the side note: Simmilar behavior can be seen at least in ioQ3 and
dhewm3...
This cvar is a last resort if all other measures to prevent overdriven
preamplifation fail. Setting it to lower value than 1.0 limits the
overall dynamic range, so sound quality is lost. This is especially
hearable when low volume samples are encountered, like the shotgun
combined with the silencer.
The client uses float values between 0.0 and 1.0 to represent the volume
of sound samples. This is the range required by OpenAL. But the generic
part of the sound system multiplied the raw float value with 374 and
clamped it to a full integer. That worked by luck withth the OpenAL
backend but broke at least the silencer powerup. Solve this problem by
adding a new field "float oal_vol" to the channel_t struct and use it to
pass the raw float value to OpenAL.
This fixes issue #18
Since OpenAL 1.15 AL_GAIN has much more weight than before. That leeds
to overdriven effect samples unless the volume control is set to a very
low level. With this change volume can be set to a high level without
distorting. But there's one problem. A division by 2 is to low to rule
distortion out and by 3 the game is a little bit quieter than before. A
value of 2.5 would be optimal but is not applicable since the volume is
represented by an integer. I've choosen 3 to be aon the save side.
As a side note: This problem was very less worse on Linux than on
Windows and FreeBSD. Maybe Linux guys need to pump there volume up
to compensate this work-around.
These are the code changes and Makefile changes necessary to build and
run Yamagi Quake II on Max OS X. OS X 10.6 or higher is required, older
version may work but we cannot guarantee it. The documentation will be
added in another commit. This patch was contributed by W. Beser, I made
only some small cosmetical changes.
To archive this, 3 new functions Sys_GetProcAddress(), Sys_LoadLibrary()
and Sys_FreeLibrary() were added to abstract the library loading code
into a platform independend API.