* this has to be disabled for missiles which should explode instead of stepping up.
* interpolation adjustment was not correct
* it could crash because the target portal group could be retrieved from a non-portal sector.
The state map will just be skipped and the parser only needs to run to get over the data.
However, due to changes from a previous patch the data cannot be validated so aside from not using the data it may also not abort on errors.
- implemented a fallback both for sound font lookup and for MIDI device selection so that if some non-working combination is set up, the player will fall back to something that works.
In file included from /usr/include/c++/6/math.h:36:0,
from src/vectors.h:43,
from src/sound/i_soundinternal.h:7,
from src/sound/i_sound.h:39,
from src/sound/i_musicinterns.h:5,
from src/sound/timidity/timidity.cpp:36:
/usr/include/c++/6/cmath:407:11: error: ‘::pow’ has not been declared
VC\include\type_traits(1468): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\musicformats\music_midistream.cpp(832): note: see reference to function template instantiation 'std::function<bool (int)>::function<MIDIStreamer::SetMIDISource::<lambda_...>,int,void>(_Fx)' being compiled
src/sound/timiditypp/reverb.h:467:6: error: declaration of ‘TimidityPlus::lfo TimidityPlus::<anonymous struct>::lfo’ [-fpermissive]
src/sound/timiditypp/reverb.h:61:8: error: changes meaning of ‘lfo’ from ‘struct TimidityPlus::lfo’ [-fpermissive]
This reverts commit 8f7a503561.
# Conflicts:
# src/sound/timiditypp/playmidi.cpp
Something in here wasn't working as intended, and since it needs better synchronization let's redo it entirely.
This may cause problems because the player runs in a different thread than the input code.
Instead the play thread will now copy their values to local variables when it starts generating output.
This method can be used with arbitrary actor object like thing.ACS_ScriptCall("script")
CallACS() and ACS_NamedExecuteWithResult() intrinsics work only within self actor context
The text input field for the configs have been removed. Instead it will now present a list of soundfonts that are found in specific locations.
For that it will look in the 'soundfont' directories of the FileSearch.Directories entry of the config.
Acceptable file formats here are SF2 and zipped GUS patch sets. These zipped patch sets need to have a timidity.cfg at the root and refer to all containing data by relative path. References to outside files are not allowed here.
It is still possible to refer to sound fonts elsewhere on the hard drive by manually entering a path at the console - but these won't show in the menu and will get lost if one cycles through the list of available options.
Of the available softsynths, FluidSynth will only list SF", Wildmidi will only list GUS patch sets and Timidity++ and GUS will list both.
Please note that although the GUS synth can read SF2, the output appears to be broken die to some old bug.
This is necessary to write a universal, device independent wave dumper for MIDIs.
With each format inheriting from the main player class it is not possible to create a generic dumper player.