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Added option to control dynamic loading of OpenAL
Dynamic loading is enabled by default, set DYN_OPENAL to OFF to link with static or dynamic library # Conflicts: # src/sound/oalsound.cpp # src/sound/oalsound.h
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243030046a
commit
5348a15b75
4 changed files with 36 additions and 21 deletions
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@ -28,6 +28,7 @@ if( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )
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endif()
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option( DYN_FLUIDSYNTH "Dynamically load fluidsynth" ON )
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option( DYN_OPENAL "Dynamically load OpenAL" ON )
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if( APPLE )
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option( OSX_COCOA_BACKEND "Use native Cocoa backend instead of SDL" ON )
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@ -226,13 +227,23 @@ endif()
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if( NOT NO_OPENAL )
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find_package( OpenAL )
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find_package( OpenAL )
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mark_as_advanced(CLEAR OPENAL_INCLUDE_DIR)
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if( OPENAL_INCLUDE_DIR )
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include_directories( ${OPENAL_INCLUDE_DIR} )
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else()
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if( OPENAL_INCLUDE_DIR )
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include_directories( ${OPENAL_INCLUDE_DIR} )
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if( DYN_OPENAL )
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add_definitions( -DDYN_OPENAL )
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else()
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mark_as_advanced(CLEAR OPENAL_LIBRARY)
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if( OPENAL_LIBRARY )
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set( ZDOOM_LIBS ${OPENAL_LIBRARY} ${ZDOOM_LIBS} )
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else()
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set( NO_OPENAL ON )
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endif()
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endif()
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else()
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set( NO_OPENAL ON )
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endif()
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endif()
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endif()
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if( NOT NO_FMOD )
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@ -1,7 +1,7 @@
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#ifndef OALDEF_H
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#define OALDEF_H
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#ifndef NO_OPENAL
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#if !defined NO_OPENAL && defined DYN_OPENAL
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#ifndef _WIN32
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typedef void* FARPROC;
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@ -83,6 +83,8 @@ bool IsOpenALPresent()
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{
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#ifdef NO_OPENAL
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return false;
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#elif !defined DYN_OPENAL
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return true;
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#else
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static bool cached_result = false;
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static bool done = false;
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@ -425,10 +427,10 @@ public:
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virtual bool IsEnded()
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{
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return !Playing.load();
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}
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}
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virtual FString GetStats()
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{
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{
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FString stats;
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size_t pos, len;
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ALfloat volume;
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@ -1538,24 +1540,24 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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else
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{
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alSourcei(source, AL_SOURCE_RELATIVE, AL_FALSE);
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alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
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}
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alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
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}
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}
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else
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{
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FVector3 dir = pos;
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if(AL.EXT_SOURCE_RADIUS)
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alSourcef(source, AL_SOURCE_RADIUS, (chanflags&SNDF_AREA) ? AREA_SOUND_RADIUS : 0.f);
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else if((chanflags&SNDF_AREA) && dist_sqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
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{
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else if((chanflags&SNDF_AREA) && dist_sqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
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{
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dir -= listener->position;
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float mindist = rolloff->MinDistance/distscale;
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FVector3 amb(0.f, !(dir.Y>=0.f) ? -mindist : mindist, 0.f);
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float a = sqrtf(dist_sqr) / AREA_SOUND_RADIUS;
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dir = amb + (dir-amb)*a;
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float mindist = rolloff->MinDistance/distscale;
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FVector3 amb(0.f, !(dir.Y>=0.f) ? -mindist : mindist, 0.f);
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float a = sqrtf(dist_sqr) / AREA_SOUND_RADIUS;
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dir = amb + (dir-amb)*a;
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dir += listener->position;
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dir += listener->position;
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}
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if(dist_sqr < (0.0004f*0.0004f))
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{
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@ -1566,8 +1568,8 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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else
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{
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alSourcei(source, AL_SOURCE_RELATIVE, AL_FALSE);
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alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
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}
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alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
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}
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}
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alSource3f(source, AL_VELOCITY, vel[0], vel[1], -vel[2]);
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alSource3f(source, AL_DIRECTION, 0.f, 0.f, 0.f);
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@ -1799,7 +1801,7 @@ void OpenALSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundCh
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{
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float gain = GetRolloff(&chan->Rolloff, sqrtf(chan->DistanceSqr)*chan->DistanceScale);
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dir.MakeResize((gain > 0.00001f) ? 1.f/gain : 100000.f);
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}
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}
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}
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else if(!AL.EXT_SOURCE_RADIUS && areasound &&
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chan->DistanceSqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
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@ -1822,7 +1824,7 @@ void OpenALSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundCh
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else
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{
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alSourcei(source, AL_SOURCE_RELATIVE, AL_FALSE);
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alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
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alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
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}
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alSource3f(source, AL_VELOCITY, vel[0], vel[1], -vel[2]);
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getALError();
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@ -12,7 +12,9 @@
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#ifndef NO_OPENAL
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#ifdef DYN_OPENAL
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#define AL_NO_PROTOTYPES
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#endif // DYN_OPENAL
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#include "al.h"
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#include "alc.h"
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