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https://github.com/ZDoom/gzdoom-gles.git
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Remove FSoundLoadBuffer since it wasn't doing anything
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parent
3c975f18bc
commit
5b4c9eb7f6
8 changed files with 12 additions and 37 deletions
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@ -127,7 +127,7 @@ public:
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void SetMusicVolume (float volume)
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{
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}
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SoundHandle LoadSound(uint8_t *sfxdata, int length, FSoundLoadBuffer *pBuffer)
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SoundHandle LoadSound(uint8_t *sfxdata, int length)
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{
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SoundHandle retval = { NULL };
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return retval;
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@ -88,16 +88,6 @@ typedef bool (*SoundStreamCallback)(SoundStream *stream, void *buff, int len, vo
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struct SoundDecoder;
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class MIDIDevice;
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struct FSoundLoadBuffer
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{
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std::vector<uint8_t> mBuffer;
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uint32_t loop_start;
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uint32_t loop_end;
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ChannelConfig chans;
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SampleType type;
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int srate;
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};
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class SoundRenderer
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{
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public:
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@ -107,7 +97,7 @@ public:
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virtual bool IsNull() { return false; }
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virtual void SetSfxVolume (float volume) = 0;
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virtual void SetMusicVolume (float volume) = 0;
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virtual SoundHandle LoadSound(uint8_t *sfxdata, int length, FSoundLoadBuffer *pBuffer = nullptr) = 0;
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virtual SoundHandle LoadSound(uint8_t *sfxdata, int length) = 0;
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SoundHandle LoadSoundVoc(uint8_t *sfxdata, int length);
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virtual SoundHandle LoadSoundRaw(uint8_t *sfxdata, int length, int frequency, int channels, int bits, int loopstart, int loopend = -1) = 0;
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virtual void UnloadSound (SoundHandle sfx) = 0; // unloads a sound from memory
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@ -1046,7 +1046,7 @@ SoundHandle OpenALSoundRenderer::LoadSoundRaw(uint8_t *sfxdata, int length, int
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return retval;
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}
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SoundHandle OpenALSoundRenderer::LoadSound(uint8_t *sfxdata, int length, FSoundLoadBuffer *pBuffer)
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SoundHandle OpenALSoundRenderer::LoadSound(uint8_t *sfxdata, int length)
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{
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SoundHandle retval = { NULL };
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ALenum format = AL_NONE;
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@ -1122,15 +1122,6 @@ SoundHandle OpenALSoundRenderer::LoadSound(uint8_t *sfxdata, int length, FSoundL
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}
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retval.data = MAKE_PTRID(buffer);
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if (pBuffer != nullptr)
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{
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pBuffer->mBuffer = std::move(data);
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pBuffer->loop_start = loop_start;
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pBuffer->loop_end = loop_end;
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pBuffer->chans = chans;
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pBuffer->type = type;
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pBuffer->srate = srate;
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}
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return retval;
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}
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@ -125,7 +125,7 @@ public:
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virtual void SetSfxVolume(float volume);
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virtual void SetMusicVolume(float volume);
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virtual SoundHandle LoadSound(uint8_t *sfxdata, int length, FSoundLoadBuffer *buffer);
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virtual SoundHandle LoadSound(uint8_t *sfxdata, int length);
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virtual SoundHandle LoadSoundRaw(uint8_t *sfxdata, int length, int frequency, int channels, int bits, int loopstart, int loopend = -1);
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virtual void UnloadSound(SoundHandle sfx);
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virtual unsigned int GetMSLength(SoundHandle sfx);
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@ -413,7 +413,7 @@ unsigned int S_GetMSLength(FSoundID sound)
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}
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}
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sfx = soundEngine->LoadSound(sfx, nullptr);
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sfx = soundEngine->LoadSound(sfx);
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if (sfx != NULL) return GSnd->GetMSLength(sfx->data);
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else return 0;
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}
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@ -171,9 +171,7 @@ void SoundEngine::CacheSound (sfxinfo_t *sfx)
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}
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else
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{
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// Since we do not know in what format the sound will be used, we have to cache both.
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FSoundLoadBuffer SoundBuffer;
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LoadSound(sfx, &SoundBuffer);
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LoadSound(sfx);
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sfx->bUsed = true;
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}
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}
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@ -383,7 +381,6 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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FSoundChan *chan;
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FVector3 pos, vel;
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FRolloffInfo *rolloff;
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FSoundLoadBuffer SoundBuffer;
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if (sound_id <= 0 || volume <= 0 || nosfx || nosound )
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return NULL;
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@ -481,7 +478,7 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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}
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// Make sure the sound is loaded.
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sfx = LoadSound(sfx, &SoundBuffer);
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sfx = LoadSound(sfx);
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// The empty sound never plays.
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if (sfx->lumpnum == sfx_empty)
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@ -638,13 +635,12 @@ void SoundEngine::RestartChannel(FSoundChan *chan)
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FSoundChan *ochan;
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sfxinfo_t *sfx = &S_sfx[chan->SoundID];
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FSoundLoadBuffer SoundBuffer;
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// If this is a singular sound, don't play it if it's already playing.
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if (sfx->bSingular && CheckSingular(chan->SoundID))
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return;
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sfx = LoadSound(sfx, &SoundBuffer);
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sfx = LoadSound(sfx);
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// The empty sound never plays.
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if (sfx->lumpnum == sfx_empty)
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@ -702,7 +698,7 @@ void SoundEngine::RestartChannel(FSoundChan *chan)
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//
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//==========================================================================
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sfxinfo_t *SoundEngine::LoadSound(sfxinfo_t *sfx, FSoundLoadBuffer *pBuffer)
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sfxinfo_t *SoundEngine::LoadSound(sfxinfo_t *sfx)
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{
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if (GSnd->IsNull()) return sfx;
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@ -760,7 +756,7 @@ sfxinfo_t *SoundEngine::LoadSound(sfxinfo_t *sfx, FSoundLoadBuffer *pBuffer)
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// If that fails, let the sound system try and figure it out.
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else
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{
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sfx->data = GSnd->LoadSound(sfxdata.Data(), size, pBuffer);
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sfx->data = GSnd->LoadSound(sfxdata.Data(), size);
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}
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}
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@ -1600,7 +1596,7 @@ unsigned int SoundEngine::GetMSLength(FSoundID sound)
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}
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}
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sfx = LoadSound(sfx, nullptr);
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sfx = LoadSound(sfx);
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if (sfx != NULL) return GSnd->GetMSLength(sfx->data);
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else return 0;
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}
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@ -44,8 +44,6 @@ struct FLevelLocals;
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// Called after a level is loaded. Ensures that most sounds are loaded.
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struct FSoundLoadBuffer;
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// [RH] S_sfx "maintenance" routines
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void S_ClearSoundData();
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void S_ParseSndInfo (bool redefine);
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@ -274,7 +274,7 @@ public:
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void EvictAllChannels();
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void StopChannel(FSoundChan* chan);
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sfxinfo_t* LoadSound(sfxinfo_t* sfx, FSoundLoadBuffer* pBuffer);
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sfxinfo_t* LoadSound(sfxinfo_t* sfx);
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// Initializes sound stuff, including volume
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// Sets channels, SFX and music volume,
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