Different volume models were means louder or quiter sounding of the rest of notes in the song. And to avoid the mess between volume models, let's use different gain factor for each volume model?
After a small set of tests, it's fine to use the "AUTO" volume model by default.
Every embedded bank and every WOPL file has a setting of a volume model that matches to the behavior of the original OPL2/3 driver of each volume model.
## 1.5.0 2020-09-28
* Drum note length expanding is now supported in real-time mode (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Added support for OPNA chip with Neko Project II Kai YM2602 emulator usage (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Added VGM file dumper which allows to output OPN2 commands into VGM file. (A new MIDI to VGM tool is now created with basing on libOPNMIDI)
* Fixed an incorrect work of CC-121 (See https://github.com/Wohlstand/libADLMIDI/issues/227 for details)
* Internality has been refactored and improved
## 1.5.0 2020-09-28
* Drum note length expanding is now supported in real-time mode (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Channels manager has been improved (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Nuked OPL3 1.8 emulator got some optimizations ported from 1.7 where they are was applied previously (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Reworked rhythm-mode percussions system, WOPL banks with rhythm-mode percussions
* Added Public Domain Opal OPL3 emulator made by Reality (a team who originally made the Reality Adlib Tracker) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Added LGPL licensed JavaOPL3 emulator made by Robson Cozendey in Java and later rewritten into C++ for GZDoom (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Fully rewritten an embedded bank database format, embedded banks now supports a wider set (more than 127:127 instruments in one bank)
* Improved accuracy of the DMX volume model, include the buggy AM interpretation
* Improved accuracy of Apogee volume model, include the bug of AM instruments
* Improved accuracy of the Win9X volume model
* Removed C++ extras. C++-bounded instruments tester is useless since a real-time MIDI API can completely replace it
* Added AIL volume model
* Added Generic FM variant of Win9X volume model
* Fixed an incorrect work of CC-121 (See https://github.com/Wohlstand/libADLMIDI/issues/227 for details)
* Added HMI volume model (Thanks to [Alexey Khokholov](https://github.com/nukeykt) for help with research!)
* Added frequency models, assigned to every volume model: AIL, HMI, DMX, Apogee, 9X, and the Generic formula
# Conflicts:
# libraries/adlmidi/adldata.cpp
# libraries/adlmidi/adldata.hh
# libraries/adlmidi/adlmidi.hpp
There was a visual issue where the weapon bobbing would only start interpolating after the player's movement velocity exceeds a certain value.
(Thanks to @Doom2fan for the solution)
* Merged chat and scoreboard bindings into a "Multiplayer" submenu.
* Reordered items by importance. Chat at position #2 was nonsense.
* Moved weapon state actions from "Action" to "Weapon" menu, because the menu was already quite large and these are not standard actions.
# Conflicts:
# wadsrc/static/language.csv
# wadsrc/static/menudef.txt
# Conflicts:
# wadsrc/static/menudef.txt
* a few shorter fields were moved into alignment gaps
* the visible angles are now stored as floats. Since these are only used for rendering the loss of precision is negligible, but this shortens AActor by 16 bytes alone.
- DirectInput axes are now X first, Y second.
- Menu axes controls swapped/fixed.
- Added SDL DualShock3 buttons in menu actions.
- Fixed SDL mouse system cursor; it could appear in-game.
# Conflicts:
# src/common/console/keydef.h
# Conflicts:
# src/win32/i_dijoy.cpp
This is the last parameter for A_RadiusThrust() DECORATE function.
If it is omitted or none, then A_RadiusThrust will behave as usual.
If it is set for some species name, it witt thrust only that species.
Of course, these species should be +VULNERABLE to be thrustable.
Backported from Raze - without this there is no way to implement sounds that can unload themselves, because the existing ChannelEnded function is called when the sound is still active.
If the loader is allowed to go on, these objects will be linked into game structures and may do unpredictable things before the loader has a chance to abort at the end.