alexey.lysiuk
6622801ad5
- added line break to 'No GENMIDI lump' message
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'ST_Init: Init startup screen.' is no longer concatenated with the given line
2020-03-14 19:11:43 +01:00
Rachael Alexanderson
673e52f02f
- fix debug assertion, cleanup vestigial A_PlaySound addition
2020-03-04 09:46:09 +01:00
Rachael Alexanderson
19233e6a82
- add checking in S_StartSound for startTime length
2020-03-03 10:58:48 +01:00
Rachael Alexanderson
4625925a69
- ported over Nash's startTime for A_StartSound
2020-03-03 10:58:46 +01:00
Major Cooke
45c80916bc
Added A_StopSounds(int chanmin, int chanmax).
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- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 20:27:03 +01:00
Major Cooke
3e77f9a6bd
Added A_StopAllSounds.
2020-02-29 20:02:17 +01:00
drfrag
6fd642ed48
Revert "Revert "Stop sources immediately when the sound is forced to stop""
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This reverts commit 82c4750710
.
2020-02-29 19:35:22 +01:00
Rachael Alexanderson
dfcd5d1dd5
- use GAMENAMELOWERCASE macro for music config defaults
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# Conflicts:
# src/sound/music/music_config.cpp
2020-02-23 11:59:04 +01:00
alexey.lysiuk
d1786bc0c0
- fixed arguments order for ZMusic_Start() function
2020-02-23 11:59:02 +01:00
drfrag
82c4750710
Revert "Stop sources immediately when the sound is forced to stop"
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This reverts commit 6b8cebe979
.
2020-02-18 15:35:03 +01:00
Christoph Oelckers
87875a52ba
- backported a few sound code fixes from Raze.
2020-02-15 17:55:42 +01:00
Christoph Oelckers
16d9da97eb
- backported fix for loading VOC files.
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In NAM there is one that needed a bit of extra treatment.
2020-02-01 20:34:42 +01:00
Chris Robinson
350d57e8db
Remove FSoundLoadBuffer since it wasn't doing anything
2020-02-01 20:34:40 +01:00
Chris Robinson
c37caf4498
Remove LoadSoundBuffered since its no longer called
2020-02-01 20:34:37 +01:00
Chris Robinson
435a3885ca
Get rid of the LoadSound3D method
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It no longer does anything since there's no separate buffer for 3D sfx.
2020-02-01 20:34:35 +01:00
Chris Robinson
1065d18bc4
Update a couple comments about monoized sounds
2020-02-01 20:34:33 +01:00
Chris Robinson
6b8cebe979
Stop sources immediately when the sound is forced to stop
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The reason for the previous delay was to allow OpenAL Soft to fade the sound to
silence and avoid a sudden amplitude change, which can cause a "click" or "pop"
noise. However, with OpenAL Soft 1.20, this is a built-in feature of the mixer
so the extra complexity is unnecessary.
2020-02-01 20:34:30 +01:00
Chris Robinson
e7c035ff81
Remove the 'monoize' option from sound loading
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Unnecessary with the AL_SOFT_source_spatialize extension, which has been
available for over a year.
2020-02-01 20:34:28 +01:00
Chris Robinson
427b6a0d14
Remove the fallback for lack of AL_EXT_SOURCE_RADIUS
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It's been available in OpenAL Soft for years and the fallback method wasn't very good.
2020-02-01 20:34:25 +01:00
alexey.lysiuk
068f0420a8
- restored old values for CHAN_... constants
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https://forum.zdoom.org/viewtopic.php?t=66929
2020-01-12 00:49:20 +01:00
alexey.lysiuk
fd5889e200
- fixed resolving of music aliases with full filenames
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https://forum.zdoom.org/viewtopic.php?t=66815
2020-01-07 19:55:59 +01:00
Petr Mrázek
848438839b
- Run the Alsa MIDI thread every 40ms or so, use non-blocking sequencer
2020-01-07 19:55:55 +01:00
Chronos Ouroboros
24a11f7a9a
Fixed some incorrect parentheses in S_PlaySoundPitch.
2020-01-07 19:55:54 +01:00
Christoph Oelckers
ce1f4427cc
- cleaned up the parameters of A_StartSound.
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There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
2020-01-07 19:36:52 +01:00
Christoph Oelckers
ff3606e44e
- refactored the MIDI list code.
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Let's hope nothing got broken on the Linux side, the recent submission's code was not usable.
# Conflicts:
# libraries/zmusic/zmusic/configuration.cpp
# src/sound/music/i_music.cpp
# src/sound/music/music_midi_base.cpp
2020-01-07 18:36:55 +01:00
Christoph Oelckers
dee8af1902
- made the sound decoding interface DLL friendly and added compile switches to the MIDI players so that different licenses can be uses as compile target.
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# Conflicts:
# src/sound/backend/i_sound.h
# Conflicts:
# libraries/zmusic/mididevices/music_timiditypp_mididevice.cpp
2020-01-07 18:22:15 +01:00
Christoph Oelckers
e89cc73f80
- rewrote the ZMusic interface so that it is free of C++ constructs.
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Now it is ready to put in a DLL.
# Conflicts:
# libraries/zmusic/zmusic/mididefs.h
# libraries/zmusic/zmusic/zmusic.h
2020-01-07 18:07:26 +01:00
Christoph Oelckers
f2a3a70aec
- replaced the C++ based file access wrapper in ZMusic with a C compatible version.
2020-01-07 18:07:23 +01:00
Christoph Oelckers
7e01b19753
- there's no need to let the XM Vorbis decoder run through the client - all related functionality is part of ZMusic itself.
2020-01-07 18:07:21 +01:00
Christoph Oelckers
e5faff8cbb
- made adjustments to the remaining parts of the function interface.
2020-01-07 18:07:19 +01:00
Christoph Oelckers
4e8359100f
- made the ZMusic interface more DLL friendly: Reworked all functions not to throw exceptions across the library boundary and made a few definitions internal.
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Not complete yet.
# Conflicts:
# libraries/zmusic/zmusic/zmusic.h
2020-01-07 18:07:17 +01:00
Petr Mrázek
b07254507a
- Support for MIDI on Linux via alsa sequencer
2020-01-07 18:04:28 +01:00
Marisa Kirisame
ebc6fcccd7
Additional CHAN_OVERLAP awareness for StartSound and ChangeSoundVolume/Pitch.
2020-01-06 19:49:21 +01:00
Christoph Oelckers
7919c86f3e
- elimintated all cases from the ZScript code where channel indices and flags were combined into one parameter and removed all remnants of CHAN_PICKUP.
2020-01-06 19:49:18 +01:00
Christoph Oelckers
0d3a62f73a
- fixed: A_StartSound was still masking the sound channel value for checking if it plays something.
2020-01-06 19:49:15 +01:00
Christoph Oelckers
1cacd3e3de
- sound engine update.
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Notable changes:
* IsSourcePlayingSomething had undefined behavior when checking unattached and unpositioned sounds.
* loading Blood RAW sounds with different sample rates but the same backing lump may not use the same hardware sound buffer.
* when playing an unpositioned sound the attenuation is irrelevant and must be ignored. This resulted in a 3D sound being started which was mostly inaudible due to lack of valid origin.
2020-01-06 15:08:32 +01:00
Marisa Kirisame
9e212c3582
Change IsSourcePlayingSomething to handle overlapping sounds.
2020-01-06 15:08:30 +01:00
Christoph Oelckers
bc1d728140
- made FSoundChan::EntChannel a full int and reordered the structure for better packing.
2020-01-06 15:08:28 +01:00
Christoph Oelckers
35e38bc8eb
- fixed inverted listener check when using compatibility options.
2020-01-06 15:08:24 +01:00
Christoph Oelckers
38aa6c4281
- the old bit masking for the channel needs to go, of course.
2020-01-06 15:08:22 +01:00
Christoph Oelckers
9c825ea090
- fixed VOC loader. Its 16 bit code did not work because it set the variable to -16 instead of 16.
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- removed a few MAX calls with std::max.
2020-01-06 15:08:20 +01:00
Christoph Oelckers
c3759f389c
- separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
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- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
# Conflicts:
# src/bbannouncer.cpp
# src/fragglescript/t_func.cpp
# src/g_shared/a_lightning.cpp
# src/p_effect.cpp
# src/p_mobj.cpp
# src/p_switch.cpp
# src/playsim/p_spec.cpp
# src/sound/s_doomsound.cpp
# src/sound/s_doomsound.h
# wadsrc/static/zscript/base.zs
# Conflicts:
# src/intermission/intermission.cpp
# src/sound/s_doomsound.cpp
2020-01-06 15:00:05 +01:00
Christoph Oelckers
ba006cbc5c
- sound engine update.
2020-01-06 14:50:50 +01:00
alexey.lysiuk
7277717b32
- fixed linked sound resolving
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Hash indices and sound ids were used interchangeably but they are different entities
https://forum.zdoom.org/viewtopic.php?t=66618
2020-01-06 14:50:48 +01:00
Christoph Oelckers
b0d38adb25
- made the sound resolving a virtual method
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This way the player sounds can be done in the proper place without infesting the core.
# Conflicts:
# src/sound/s_doomsound.cpp
2020-01-06 14:50:46 +01:00
alexey.lysiuk
179c4dd238
- rewrote test for occupied sound channel without special types
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https://forum.zdoom.org/viewtopic.php?t=66613
2020-01-06 14:38:39 +01:00
alexey.lysiuk
3c157a4f2c
- restored stopping of channel by new sound
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If source actor/sector/polyobject is playing something on the selected channel, stop it before playing a new sound
https://forum.zdoom.org/viewtopic.php?t=66613
2020-01-06 14:38:37 +01:00
alexey.lysiuk
ea85cd18dd
- remove redundant call to SoundRenderer::UpdateSounds()
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At that point SoundEngine::StopAllChannels() did this already
2020-01-06 14:38:35 +01:00
alexey.lysiuk
da7515c0ce
- moved sound engine cleanup calls to own function
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https://forum.zdoom.org/viewtopic.php?t=66605#p1127457
2020-01-06 14:38:33 +01:00
alexey.lysiuk
9b2054ad4d
- fixed crash when exiting before sound engine initialization
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https://forum.zdoom.org/viewtopic.php?t=66605
2020-01-06 14:38:30 +01:00