diff --git a/docs/rh-log.txt b/docs/rh-log.txt index 7cc3593e0..a03e27750 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,4 +1,14 @@ -February 24, 2009 (Changes by Graf Zahl) +February 25, 2009 +- Removed the delay for starting all sounds from one tic at exactly the same + DSP position. Without also synchronizing the stopping of sounds, it can + cause problems with things like the chainsaw where the sound is stopped and + immediately restarted, causing occassional gaps between the stopping of the + sound and the starting of the new one. (I added the start synchronization to + combat flanging of paired moving polyobjects when moving around, but I think + just removing velocity from the player for sound calculations takes care of + that well enough.) + +February 24, 2009 (Changes by Graf Zahl) - Added GCC headers for intptr_t to tarray.h. - Added MF5_PAINLESS flag for projectiles that don't make the target go into the pain state. diff --git a/src/sound/fmodsound.cpp b/src/sound/fmodsound.cpp index 0d1c5389b..8689eac4f 100644 --- a/src/sound/fmodsound.cpp +++ b/src/sound/fmodsound.cpp @@ -650,7 +650,7 @@ bool FMODSoundRenderer::Init() if (!ShowedBanner) { - Printf("FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2008.\n"); + Printf("FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.\n"); ShowedBanner = true; } #ifdef _WIN32 @@ -1540,7 +1540,7 @@ bool FMODSoundRenderer::HandleChannelDelay(FMOD::Channel *chan, FISoundChannel * } else { - chan->setDelay(FMOD_DELAYTYPE_DSPCLOCK_START, DSPClock.Hi, DSPClock.Lo); +// chan->setDelay(FMOD_DELAYTYPE_DSPCLOCK_START, DSPClock.Hi, DSPClock.Lo); } return true; }