gzdoom-last-svn/src/sound/fmodsound.cpp

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/*
Update to ZDoom r1514: - Fixed: Altering a link type with Sector_SetLink did not work. - Fixed: player.crouchsprite had no proper means of unsetting the crouch sprite which is needed by the ChexPlayer. - Fixed: A_ChangeFlags must unlink the actor from the world before changing the NOBLOCKMAP and NOSECTOR flags. - Fixed: Dehacked string replacement did not check the clusters' finaleflats. - Changed the definition of several typedef'd structs so that they are properly named. - Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer be possible to load DEHSUPP lumps from user WADs. - Brought back the text-based DEHSUPP parser and changed it to be able to reference states by label. Also changed label names of DoomUnusedStates and added proper labels to all states that were previously forced to be the first state of an actor so that the old (limited) method could access them. This was done to address the following bug: - Fixed: The player's death states calling A_PlayerSkinCheck should not be part of the state set that is accessible by Dehacked. These will produce error messages when mapped to non-players. - Fixed: Reading the RNG states from a savegame calculated the amounts of RNGs in the savegame wrong. - Changed random seed initialization so that it uses the system's cryptographically secure random number generator, if available, instead of the current time. - Changed the random number generator from Lee Killough's algorithm to the SFMT607 variant of the Mersenne Twister. <http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html> - Made fmodex.dll delay-loaded so the game should be runnable on Windows 95 again, though without sound. - Changed gameinfo_t and gameborder_t to be named structs instead of typedef'ed anonymous structs. - Fixed: P_AutoUseHealth() used autousemodes 0 and 1 instead of 1 and 2. - Fixed: SBARINFO did not recognize 5:4 aspect ratio. - Fixed: screenshot_dir was ignored. - Removed some obsolete code from G_InitLevelLocals that was causing problems with maps that have no name. - Fixed: The inner loop in AWeaponSlot::PickWeapon could endlessly loop when the counter variable became negative. - Fixed: Implicitly defined clusters were not initialized when being created. - Fixed: Item tossing did not work anymore. - Changed: Making the gameinfo customizable by MAPINFO requires different checks for map specific border flats. - removed gamemission variable because it wasn't used anywhere. - removed gamemode variable. All it was used for were some checks that really should depend on GI_MAPxx. - Externalized all internal gameinfo definitions. - added include to MAPINFO parser. - split IWAD detection code off from d_main.cpp into its own file. - disabled gamemission based switch filtering because it is not useful. - added GAMEINFO submission by Blzut3 with significant modifications. There is no GAMEINFO lump. Instead all information is placed in MAPINFO, except the data that is needed to decide which WADs to autoload. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@318 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-29 11:21:36 +00:00
** fmodsound.cpp
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
** System interface for sound; uses FMOD Ex.
**
**---------------------------------------------------------------------------
Update to ZDoom r1514: - Fixed: Altering a link type with Sector_SetLink did not work. - Fixed: player.crouchsprite had no proper means of unsetting the crouch sprite which is needed by the ChexPlayer. - Fixed: A_ChangeFlags must unlink the actor from the world before changing the NOBLOCKMAP and NOSECTOR flags. - Fixed: Dehacked string replacement did not check the clusters' finaleflats. - Changed the definition of several typedef'd structs so that they are properly named. - Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer be possible to load DEHSUPP lumps from user WADs. - Brought back the text-based DEHSUPP parser and changed it to be able to reference states by label. Also changed label names of DoomUnusedStates and added proper labels to all states that were previously forced to be the first state of an actor so that the old (limited) method could access them. This was done to address the following bug: - Fixed: The player's death states calling A_PlayerSkinCheck should not be part of the state set that is accessible by Dehacked. These will produce error messages when mapped to non-players. - Fixed: Reading the RNG states from a savegame calculated the amounts of RNGs in the savegame wrong. - Changed random seed initialization so that it uses the system's cryptographically secure random number generator, if available, instead of the current time. - Changed the random number generator from Lee Killough's algorithm to the SFMT607 variant of the Mersenne Twister. <http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html> - Made fmodex.dll delay-loaded so the game should be runnable on Windows 95 again, though without sound. - Changed gameinfo_t and gameborder_t to be named structs instead of typedef'ed anonymous structs. - Fixed: P_AutoUseHealth() used autousemodes 0 and 1 instead of 1 and 2. - Fixed: SBARINFO did not recognize 5:4 aspect ratio. - Fixed: screenshot_dir was ignored. - Removed some obsolete code from G_InitLevelLocals that was causing problems with maps that have no name. - Fixed: The inner loop in AWeaponSlot::PickWeapon could endlessly loop when the counter variable became negative. - Fixed: Implicitly defined clusters were not initialized when being created. - Fixed: Item tossing did not work anymore. - Changed: Making the gameinfo customizable by MAPINFO requires different checks for map specific border flats. - removed gamemission variable because it wasn't used anywhere. - removed gamemode variable. All it was used for were some checks that really should depend on GI_MAPxx. - Externalized all internal gameinfo definitions. - added include to MAPINFO parser. - split IWAD detection code off from d_main.cpp into its own file. - disabled gamemission based switch filtering because it is not useful. - added GAMEINFO submission by Blzut3 with significant modifications. There is no GAMEINFO lump. Instead all information is placed in MAPINFO, except the data that is needed to decide which WADs to autoload. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@318 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-29 11:21:36 +00:00
** Copyright 1998-2009 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <mmsystem.h>
extern HWND Window;
#define USE_WINDOWS_DWORD
#else
#define FALSE 0
#define TRUE 1
#endif
#ifdef __APPLE__
#include <stdlib.h>
Update to ZDoom r2073: - added initial support for a GAMEINFO lump in PWADs. When the game is started all files loaded with '-file' are scanned for this lump. This lump is read before any WAD initialization takes place, in particular the IWAD is not yet loaded at this time. This allows PWADs the option to specify an IWAD they want to run with and optionally autoload external resource WADs. - Fixed a few places where FixPathSeperator was called with a locked FString buffer. It's better to use the FString version of this function instead. - replaced wadlist_t with an array of FStrings and added a list parameter to everything that eventually calls D_AddFile. Also create the list of files loaded on the command line separately to allow further checks on them. - fixed: The node builder did not check if all segs could be split properly. Also removed some fudging that tried to work around this case but produced a broken BSP tree on other maps. - Added Blzut3's Solaris patch. - Fixed: Heretic's Weredragon (Beast) should not have a melee state. SBARINFO update: - Reorganized the SBarInfo code. - Added interpolate(<speed>) flag to drawnumber, drawbar, and drawgem. The old way of interpolating the health and armor is depreciated. - Added: armortype to drawswitchableimage loosely based on Gez's submission. - As an extension to the previous you can now use comparison operators on inventory items and armortype in drawswitchableimage. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@698 b0f79afe-0144-0410-b225-9a4edf0717df
2010-01-01 16:43:08 +00:00
#elif __sun
#include <alloca.h>
#else
Update to ZDoom r1246: - Used the one unused byte in the state structure as a flag to tell what type the NextState parameter is. The code did some rather unsafe checks with it to determine its type. - moved all state related code into a new file: p_states.cpp. - merged all FindState functions. All the different variations are now inlined and call the same function to do the real work. - did some code cleanup and reorganization in thingdef.cpp. - Replaced the translation parser for TEXTURES with FRemapTable::AddToTranslation. - To get the game name the screenshot code might as well use the globally available GameNames array instead of creating its own list. - Moved backpack names for cheat into gameinfo. - Fixed: SNDINFO must be loaded before the textures. However, this required some changes to the MAPINFO parser which tried to access the texture manager to check if the level name patches exist. That check had to be moved to where the intermission screen is set up. - Fixed: 'bloodcolor' ignored the first parameter value when given a list of integers. Please note that this creates an incompatibility between old and new versions so if you want to create something that works with both 2.2.0 and current versions better use the string format version for the color parameter! - Rewrote the DECORATE property parser so that the parser is completely separated from the property handlers. This should allow reuse of all the handler code for a new format if Doomscript requires one. - Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's defaults were larger than the parent's. - Moved A_ChangeFlag to thingdef_codeptr.cpp. - Moved translation related code from thingdef_properties.cpp to r_translate.cpp and rewrote the translation parser to use FScanner instead of strtol. - replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency. Since this was never used outside zdoom.pk3 it's not critical. - Removed support for game specific pickup messages because the only thing this was ever used for - Raven's invulnerability item - has already been split up into a Heretic and Hexen version. - Fixed: The Timidity config parser always tried to process the note number, even if it wasn't specified. - Fixed: When UpdateJoystickMenu() modifies the menu items for different controllers, the joystick axis selectors need to NULL the d.graycheck field, since this is shared by the axis sensitivity sliders' step values. - Fixed: The crosshair must be initialized after the texture manager because on the fly texture creation for graphics patches is no longer supported. - Fixed a few Linux compile errors. - Changed: Replaced weapons should not be given by generic cheats, only when explicitly giving them. - Changed 'give weapon' cheat so that in single player it only gives weapons belonging to the current game or are placed in a weapon slot to avoid giving the Chex Quest weapons in Doom and vice versa. - Fixed: The texture manager must be the first thing to be initialized because MAPINFO and DECORATE both can reference textures and letting them create their own textures is not safe. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@181 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-23 21:41:49 +00:00
#include <malloc.h>
#endif
#include "templates.h"
#include "fmodsound.h"
#include "c_cvars.h"
#include "i_system.h"
#include "i_music.h"
#include "v_text.h"
#include "v_video.h"
#include "v_palette.h"
#include "cmdlib.h"
// MACROS ------------------------------------------------------------------
// killough 2/21/98: optionally use varying pitched sounds
#define PITCH(freq,pitch) (snd_pitched ? ((freq)*(pitch))/128.f : float(freq))
// Just some extra for music and whatever
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
#define NUM_EXTRA_SOFTWARE_CHANNELS 1
#define MAX_CHANNELS 256
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
#define SPECTRUM_SIZE 256
// TYPES -------------------------------------------------------------------
struct FEnumList
{
const char *Name;
int Value;
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static int Enum_NumForName(const FEnumList *list, const char *name);
static const char *Enum_NameForNum(const FEnumList *list, int num);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
EXTERN_CVAR (String, snd_output)
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
EXTERN_CVAR (Float, snd_sfxvolume)
EXTERN_CVAR (Float, snd_musicvolume)
EXTERN_CVAR (Int, snd_buffersize)
EXTERN_CVAR (Int, snd_samplerate)
EXTERN_CVAR (Bool, snd_pitched)
EXTERN_CVAR (Int, snd_channels)
extern int sfx_empty;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
ReverbContainer *ForcedEnvironment;
CVAR (Int, snd_driver, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
CVAR (Int, snd_buffercount, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, snd_hrtf, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, snd_waterreverb, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (String, snd_resampler, "Linear", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (String, snd_speakermode, "Auto", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (String, snd_output_format, "PCM-16", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
CVAR (String, snd_midipatchset, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
Update to ZDoom r910: - Fixed a few bugs in the parser for composite textures. - Changed: When loading Zips all patches in the patches/ directory should be loaded, not only those used by a texture in TEXTUREx. - Changed FMOD_INIT_ENABLE_DSPNET use to its replacement from 4.14.00, FMOD_INIT_ENABLE_PROFILE. Renamed the corresponding cvar to snd_profile. - Removed the normalize parameter from SoundStream::Play(). - Disabled the chorus and reverb effects added to SDL_mixer's Timidity, because they were probably never tested well, either. Thanks to the bug in vc_alloc(), they were never even activated. - Restored the exact frequency range search that was missing from SDL_mixer's verion of select_sample(). - Fixed: vc_alloc(), kill_others(), and note_on() treated Voice::status as a bit mask, when it's not. These were changes made to SDL_mixer's Timidity. - Restored the original Timidity volume equation. The other louder one was put in when I didn't realize all channels were mono and many notes sounded too quiet because they never completed their attack phase. - Fixed: FileReader::Gets() acted as if fgets() always read the maximum number of characters. - Fixed: FileReader::Open() did not set FilePos and StartPos to 0. - Replaced use of stdio in Timidity with FileReader and added the option to read from the lump directory. If the main config file is inside the lump directory it will assume that everything else is as well. If it is a real file it will be assumed that the rest is real files as well. - Fixed: None of the error returns in read_config_file closed the file being read. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@91 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-13 14:34:31 +00:00
CVAR (Bool, snd_profile, false, 0)
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
// Underwater low-pass filter cutoff frequency. Set to 0 to disable the filter.
CUSTOM_CVAR (Float, snd_waterlp, 250, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
// Clamp to the DSP unit's limits.
if (*self < 10 && *self != 0)
{
self = 10;
}
else if (*self > 22000)
{
self = 22000;
}
}
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static const ReverbContainer *PrevEnvironment;
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
static bool ShowedBanner;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
// The rolloff callback is called during FMOD::Sound::play, so we need this
// global variable to contain the sound info during that time for the
// callback.
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
static FRolloffInfo *GRolloff;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
static float GDistScale;
// In the below lists, duplicate entries are for user selection. When
// queried, only the first one for the particular value is shown.
static const FEnumList OutputNames[] =
{
{ "Auto", FMOD_OUTPUTTYPE_AUTODETECT },
{ "Default", FMOD_OUTPUTTYPE_AUTODETECT },
{ "No sound", FMOD_OUTPUTTYPE_NOSOUND },
// Windows
{ "DirectSound", FMOD_OUTPUTTYPE_DSOUND },
{ "DSound", FMOD_OUTPUTTYPE_DSOUND },
{ "Windows Multimedia", FMOD_OUTPUTTYPE_WINMM },
{ "WinMM", FMOD_OUTPUTTYPE_WINMM },
{ "WaveOut", FMOD_OUTPUTTYPE_WINMM },
{ "OpenAL", FMOD_OUTPUTTYPE_OPENAL },
{ "WASAPI", FMOD_OUTPUTTYPE_WASAPI },
{ "ASIO", FMOD_OUTPUTTYPE_ASIO },
// Linux
{ "OSS", FMOD_OUTPUTTYPE_OSS },
{ "ALSA", FMOD_OUTPUTTYPE_ALSA },
{ "ESD", FMOD_OUTPUTTYPE_ESD },
{ "SDL", 666 },
// Mac
#if FMOD_VERSION < 0x43000
// Sound Manager support was removed sometime in the 4.29 line.
{ "Sound Manager", FMOD_OUTPUTTYPE_SOUNDMANAGER },
#endif
{ "Core Audio", FMOD_OUTPUTTYPE_COREAUDIO },
{ NULL, 0 }
};
static const FEnumList SpeakerModeNames[] =
{
{ "Mono", FMOD_SPEAKERMODE_MONO },
{ "Stereo", FMOD_SPEAKERMODE_STEREO },
{ "Quad", FMOD_SPEAKERMODE_QUAD },
{ "Surround", FMOD_SPEAKERMODE_SURROUND },
{ "5.1", FMOD_SPEAKERMODE_5POINT1 },
{ "7.1", FMOD_SPEAKERMODE_7POINT1 },
{ "Prologic", FMOD_SPEAKERMODE_PROLOGIC },
{ "1", FMOD_SPEAKERMODE_MONO },
{ "2", FMOD_SPEAKERMODE_STEREO },
{ "4", FMOD_SPEAKERMODE_QUAD },
{ NULL, 0 }
};
static const FEnumList ResamplerNames[] =
{
{ "No Interpolation", FMOD_DSP_RESAMPLER_NOINTERP },
{ "NoInterp", FMOD_DSP_RESAMPLER_NOINTERP },
{ "Linear", FMOD_DSP_RESAMPLER_LINEAR },
{ "Cubic", FMOD_DSP_RESAMPLER_CUBIC },
{ "Spline", FMOD_DSP_RESAMPLER_SPLINE },
{ NULL, 0 }
};
static const FEnumList SoundFormatNames[] =
{
{ "None", FMOD_SOUND_FORMAT_NONE },
{ "PCM-8", FMOD_SOUND_FORMAT_PCM8 },
{ "PCM-16", FMOD_SOUND_FORMAT_PCM16 },
{ "PCM-24", FMOD_SOUND_FORMAT_PCM24 },
{ "PCM-32", FMOD_SOUND_FORMAT_PCM32 },
{ "PCM-Float", FMOD_SOUND_FORMAT_PCMFLOAT },
{ "GCADPCM", FMOD_SOUND_FORMAT_GCADPCM },
{ "IMAADPCM", FMOD_SOUND_FORMAT_IMAADPCM },
{ "VAG", FMOD_SOUND_FORMAT_VAG },
{ "XMA", FMOD_SOUND_FORMAT_XMA },
{ "MPEG", FMOD_SOUND_FORMAT_MPEG },
{ NULL, 0 }
};
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
static const char *OpenStateNames[] =
{
"Ready",
"Loading",
"Error",
"Connecting",
"Buffering",
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
"Seeking",
"Streaming"
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
};
// CODE --------------------------------------------------------------------
//==========================================================================
//
// Enum_NumForName
//
// Returns the value of an enum name, or -1 if not found.
//
//==========================================================================
static int Enum_NumForName(const FEnumList *list, const char *name)
{
while (list->Name != NULL)
{
if (stricmp(list->Name, name) == 0)
{
return list->Value;
}
list++;
}
return -1;
}
//==========================================================================
//
// Enum_NameForNum
//
// Returns the name of an enum value. If there is more than one name for a
// value, on the first one in the list is returned. Returns NULL if there
// was no match.
//
//==========================================================================
static const char *Enum_NameForNum(const FEnumList *list, int num)
{
while (list->Name != NULL)
{
if (list->Value == num)
{
return list->Name;
}
list++;
}
return NULL;
}
//==========================================================================
//
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
// The container for a streaming FMOD::Sound, for playing music.
//
//==========================================================================
class FMODStreamCapsule : public SoundStream
{
public:
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
FMODStreamCapsule(FMOD::Sound *stream, FMODSoundRenderer *owner, const char *url)
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
: Owner(owner), Stream(NULL), Channel(NULL),
- Fixed: The hitscan tracer had the current sector point to a temporary variable when 3D floors were involved. Update to ZDoom r965: - Fixed: SPAC_AnyCross didn't work. - Fixed: Pushable doors must also check for SPAC_MPush. - Fixed: P_LoadThings2 did not adjust the byte order for the thingid field. - Changed: HIRESTEX 'define' textures now replace existing textures of type MiscPatch with the same name. - Added UDMF line trigger types MonsterUse and MonsterPush. - Separated skill and class filter bits from FMapThing::flags so that UDMF can define up to 16 of each. Also separated easy/baby and hard/nightmare and changed default MAPINFO definitions. - Fixed: FWadCollection::MergeLumps() did not initialize the flags for any marker lumps it inserted. - Fixed: Need write barriers when modifying SequenceListHead. - Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of GUS patch flags, envelopes, and volume levels, while trying to be closer to TiMidity++ than original TiMidity. - Renamed timidity_config and timidity_voices to midi_config and midi_voices respectively. - Changed: Crosshair drawing uses the current player class's default health instead of 100 to calculate the color for the crosshair. - Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated all user settable flags from MoreFlags into their own Flags variable. - Reduced volume, expression, and panning controllers back to 7 bits. - Added very basic Soundfont support to the internal TiMidity. Things missing: filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or may not be compatible with TiMidity++'s soundfont extensions. - Changed all thing coordinates that were stored as shorts into fixed_t. - Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so that it is easier to add new features in the UDMF map format. - Added some initial code to read UDMF maps. - Added support for quoted strings to the TiMidity config parser. - Split off the slope creation code from p_Setup.cpp into its own file. - Separated the linedef activation types into a bit mask that allows combination of all types on the same linedef. Also added a 'first side only' flag. This is not usable from Hexen or Doom format maps though but in preparation of the UDMF format discussed here: http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/ - Changed linedef's alpha property from a byte to fixed point after seeing that 255 wasn't handled to be fully opaque. - fixed a GCC warning in fmodsound.cpp - Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: I had instrument vibrato setting the tremolo_sweep_increment value in the instrument loader, effectively disabling vibrato. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
UserData(NULL), Callback(NULL), URL(url), Ended(false)
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
{
SetStream(stream);
}
FMODStreamCapsule(void *udata, SoundStreamCallback callback, FMODSoundRenderer *owner)
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
: Owner(owner), Stream(NULL), Channel(NULL),
UserData(udata), Callback(callback), Ended(false)
{}
~FMODStreamCapsule()
{
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
if (Channel != NULL)
{
Channel->stop();
}
if (Stream != NULL)
{
Stream->release();
}
}
void SetStream(FMOD::Sound *stream)
{
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
float frequency;
Stream = stream;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
// As this interface is for music, make it super-high priority.
if (FMOD_OK == stream->getDefaults(&frequency, NULL, NULL, NULL))
{
stream->setDefaults(frequency, 1, 0, 0);
}
}
Update to ZDoom r910: - Fixed a few bugs in the parser for composite textures. - Changed: When loading Zips all patches in the patches/ directory should be loaded, not only those used by a texture in TEXTUREx. - Changed FMOD_INIT_ENABLE_DSPNET use to its replacement from 4.14.00, FMOD_INIT_ENABLE_PROFILE. Renamed the corresponding cvar to snd_profile. - Removed the normalize parameter from SoundStream::Play(). - Disabled the chorus and reverb effects added to SDL_mixer's Timidity, because they were probably never tested well, either. Thanks to the bug in vc_alloc(), they were never even activated. - Restored the exact frequency range search that was missing from SDL_mixer's verion of select_sample(). - Fixed: vc_alloc(), kill_others(), and note_on() treated Voice::status as a bit mask, when it's not. These were changes made to SDL_mixer's Timidity. - Restored the original Timidity volume equation. The other louder one was put in when I didn't realize all channels were mono and many notes sounded too quiet because they never completed their attack phase. - Fixed: FileReader::Gets() acted as if fgets() always read the maximum number of characters. - Fixed: FileReader::Open() did not set FilePos and StartPos to 0. - Replaced use of stdio in Timidity with FileReader and added the option to read from the lump directory. If the main config file is inside the lump directory it will assume that everything else is as well. If it is a real file it will be assumed that the rest is real files as well. - Fixed: None of the error returns in read_config_file closed the file being read. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@91 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-13 14:34:31 +00:00
bool Play(bool looping, float volume)
{
FMOD_RESULT result;
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
if (URL.IsNotEmpty())
{ // Net streams cannot be looped, because they cannot be seeked.
looping = false;
}
Stream->setMode((looping ? FMOD_LOOP_NORMAL : FMOD_LOOP_OFF) | FMOD_SOFTWARE | FMOD_2D);
result = Owner->Sys->playSound(FMOD_CHANNEL_FREE, Stream, true, &Channel);
if (result != FMOD_OK)
{
return false;
}
Channel->setChannelGroup(Owner->MusicGroup);
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
Channel->setSpeakerMix(1, 1, 1, 1, 1, 1, 1, 1);
Channel->setVolume(volume);
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
// Ensure reverb is disabled.
FMOD_REVERB_CHANNELPROPERTIES reverb = { 0, };
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
if (FMOD_OK == Channel->getReverbProperties(&reverb))
{
reverb.Room = -10000;
Channel->setReverbProperties(&reverb);
}
Channel->setPaused(false);
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
Ended = false;
JustStarted = true;
Starved = false;
Loop = looping;
Volume = volume;
return true;
}
void Stop()
{
if (Channel != NULL)
{
Channel->stop();
Channel = NULL;
}
}
bool SetPaused(bool paused)
{
if (Channel != NULL)
{
return FMOD_OK == Channel->setPaused(paused);
}
return false;
}
unsigned int GetPosition()
{
unsigned int pos;
if (Channel != NULL && FMOD_OK == Channel->getPosition(&pos, FMOD_TIMEUNIT_MS))
{
return pos;
}
return 0;
}
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
bool IsEnded()
{
bool is;
FMOD_OPENSTATE openstate = FMOD_OPENSTATE_MAX;
bool starving;
if (Stream == NULL)
{
return true;
}
if (FMOD_OK != Stream->getOpenState(&openstate, NULL, &starving))
{
openstate = FMOD_OPENSTATE_ERROR;
}
if (openstate == FMOD_OPENSTATE_ERROR)
{
if (Channel != NULL)
{
Channel->stop();
Channel = NULL;
}
return true;
}
if (Channel != NULL && (FMOD_OK != Channel->isPlaying(&is) || is == false))
{
return true;
}
if (Ended)
{
Channel->stop();
Channel = NULL;
return true;
}
if (URL.IsNotEmpty() && !JustStarted && openstate == FMOD_OPENSTATE_READY)
{
// Reconnect the stream, since it seems to have stalled.
// The only way to do this appears to be to completely recreate it.
FMOD_RESULT result;
Channel->stop();
Stream->release();
Channel = NULL;
Stream = NULL;
Owner->Sys->setStreamBufferSize(64*1024, FMOD_TIMEUNIT_RAWBYTES);
// Open the stream asynchronously, so we don't hang the game while trying to reconnect.
// (It would be nice to do the initial open asynchronously as well, but I'd need to rethink
// the music system design to pull that off.)
result = Owner->Sys->createSound(URL, (Loop ? FMOD_LOOP_NORMAL : FMOD_LOOP_OFF) | FMOD_SOFTWARE | FMOD_2D |
FMOD_CREATESTREAM | FMOD_NONBLOCKING, NULL, &Stream);
JustStarted = true;
Owner->Sys->setStreamBufferSize(16*1024, FMOD_TIMEUNIT_RAWBYTES);
return result != FMOD_OK;
}
if (JustStarted && openstate == FMOD_OPENSTATE_STREAMING)
{
JustStarted = false;
}
if (JustStarted && Channel == NULL && openstate == FMOD_OPENSTATE_READY)
{
return !Play(Loop, Volume);
}
if (starving != Starved)
{ // Mute the sound if it's starving.
Channel->setVolume(starving ? 0 : Volume);
Starved = starving;
}
return false;
}
void SetVolume(float volume)
{
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
if (Channel != NULL && !Starved)
{
Channel->setVolume(volume);
}
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
Volume = volume;
}
// Sets the position in ms.
bool SetPosition(unsigned int ms_pos)
{
return FMOD_OK == Channel->setPosition(ms_pos, FMOD_TIMEUNIT_MS);
}
// Sets the order number for MOD formats.
bool SetOrder(int order_pos)
{
return FMOD_OK == Channel->setPosition(order_pos, FMOD_TIMEUNIT_MODORDER);
}
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
FString GetStats()
{
FString stats;
FMOD_OPENSTATE openstate;
unsigned int percentbuffered;
unsigned int position;
bool starving;
Update to ZDoom r1017: - Fixed: MAPINFO's 'lookup' option should only work for actual strings but not for lump and file names. - Added a few 'activator == NULL' checks to some ACS functions. - Added line and vertex lists to polyobjects so that I can do some changes that won't work with only a seg list being maintained. (SBarInfo update #23) - Fixed: Drawing the amount of an inventory item in the player's inventory did not work - Added: PowerupTime to drawnumber and drawbar. You must specify a powerupgiver. Although drawnumber goes in seconds the powerup has left drawbar will use ticks for extra accuracy. - I have increased cross-port compatibility with Skulltag. If an unknown game mode is provided for sbarinfo's gamemode command it will ignore it and continue. - Added an option to consider intermission screens gameplay for purposes of capturing the mouse. - Changed: Telefragging should not thrust the victim if it isn't in precisely the same position as the killer. - fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned object's position. - Fixed: Ouch state was far to easy to achieve. - Made all the basic texture classes local to their implementation. They are not needed anywhere else. - Changed the HackHack hack for corrupt 256 pixel high textures that FMultiPatchTexture only calls a virtual function instead of doing any type checks of the patch itself. - Cleaned up the constant definitions in doomdata.h. - Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp because they are used only in this one file. - Removed some more typedefs from r_defs.h and doomdata.h - Moved local polyobject data definitions from p_local.h to po_man.cpp. - Renamed player_s to player_t globally to get rid of the duplicate names for this class. - Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid potential crashes in the situation that con_scaletext is 2 and somebody uses a hud message as if a hud size was specified, but forgot to actually set the hud size. - Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar into a single place. - Fixed: Setting an invalid mug shot state crashed the game. - Fixed my attempts to be clever with strings yesterday. - If an actor's current target temporarily goes unshootable, its threshold is now reset to 0, so it will more readily switch back to it. - Fixed: Deactivating the game no longer allows reverb effects to continue playing while the sound is paused. - Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of Flags. - Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung leaks and didn't allocate enough space for the fullStateName string. - Disabled DUMB's mono destination mixers. It's not like I'm ever going to target an original SoundBlaster, so they're a waste of space to have around. This trims resample.obj down to ~60k now. - Fixed: PrtScn/SysRq key did not work on Linux. - Added an alternate module replay engine that uses foo_dumb's replayer, a heavily customized version of DUMB (Dynamic Universal Music Bibliotheque). It has been slightly modified by me: * Added support for Ogg Vorbis-compressed samples in XM files ala FMOD. * Removed excessive mallocs from the replay core. * Rerolled the loops in resample.c. Unrolling them made the object file ~250k large while providing little benefit. Even at ~100k, I think it's still larger than it ought to be, but I'll live with it for now. Other than that, it's essentially the same thing you'd hear in foobar2000, minus some subsong detection features. Release builds of the library look like they might even be slightly faster than FMOD, which is a plus. - Fixed: Timidity::font_add() did not release the file reader it created. - Fixed: The SF2 loader did not free the sample headers in its destructor. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
float volume;
float frequency;
bool paused;
bool isplaying;
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
if (FMOD_OK == Stream->getOpenState(&openstate, &percentbuffered, &starving))
{
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
stats = (openstate <= FMOD_OPENSTATE_STREAMING ? OpenStateNames[openstate] : "Unknown state");
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
stats.AppendFormat(",%3d%% buffered, %s", percentbuffered, starving ? "Starving" : "Well-fed");
}
Update to ZDoom r1017: - Fixed: MAPINFO's 'lookup' option should only work for actual strings but not for lump and file names. - Added a few 'activator == NULL' checks to some ACS functions. - Added line and vertex lists to polyobjects so that I can do some changes that won't work with only a seg list being maintained. (SBarInfo update #23) - Fixed: Drawing the amount of an inventory item in the player's inventory did not work - Added: PowerupTime to drawnumber and drawbar. You must specify a powerupgiver. Although drawnumber goes in seconds the powerup has left drawbar will use ticks for extra accuracy. - I have increased cross-port compatibility with Skulltag. If an unknown game mode is provided for sbarinfo's gamemode command it will ignore it and continue. - Added an option to consider intermission screens gameplay for purposes of capturing the mouse. - Changed: Telefragging should not thrust the victim if it isn't in precisely the same position as the killer. - fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned object's position. - Fixed: Ouch state was far to easy to achieve. - Made all the basic texture classes local to their implementation. They are not needed anywhere else. - Changed the HackHack hack for corrupt 256 pixel high textures that FMultiPatchTexture only calls a virtual function instead of doing any type checks of the patch itself. - Cleaned up the constant definitions in doomdata.h. - Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp because they are used only in this one file. - Removed some more typedefs from r_defs.h and doomdata.h - Moved local polyobject data definitions from p_local.h to po_man.cpp. - Renamed player_s to player_t globally to get rid of the duplicate names for this class. - Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid potential crashes in the situation that con_scaletext is 2 and somebody uses a hud message as if a hud size was specified, but forgot to actually set the hud size. - Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar into a single place. - Fixed: Setting an invalid mug shot state crashed the game. - Fixed my attempts to be clever with strings yesterday. - If an actor's current target temporarily goes unshootable, its threshold is now reset to 0, so it will more readily switch back to it. - Fixed: Deactivating the game no longer allows reverb effects to continue playing while the sound is paused. - Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of Flags. - Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung leaks and didn't allocate enough space for the fullStateName string. - Disabled DUMB's mono destination mixers. It's not like I'm ever going to target an original SoundBlaster, so they're a waste of space to have around. This trims resample.obj down to ~60k now. - Fixed: PrtScn/SysRq key did not work on Linux. - Added an alternate module replay engine that uses foo_dumb's replayer, a heavily customized version of DUMB (Dynamic Universal Music Bibliotheque). It has been slightly modified by me: * Added support for Ogg Vorbis-compressed samples in XM files ala FMOD. * Removed excessive mallocs from the replay core. * Rerolled the loops in resample.c. Unrolling them made the object file ~250k large while providing little benefit. Even at ~100k, I think it's still larger than it ought to be, but I'll live with it for now. Other than that, it's essentially the same thing you'd hear in foobar2000, minus some subsong detection features. Release builds of the library look like they might even be slightly faster than FMOD, which is a plus. - Fixed: Timidity::font_add() did not release the file reader it created. - Fixed: The SF2 loader did not free the sample headers in its destructor. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
if (Channel == NULL)
{
stats += ", not playing";
}
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
if (Channel != NULL && FMOD_OK == Channel->getPosition(&position, FMOD_TIMEUNIT_MS))
{
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
stats.AppendFormat(", %d", position);
if (FMOD_OK == Stream->getLength(&position, FMOD_TIMEUNIT_MS))
{
stats.AppendFormat("/%d", position);
}
stats += " ms";
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
}
Update to ZDoom r1017: - Fixed: MAPINFO's 'lookup' option should only work for actual strings but not for lump and file names. - Added a few 'activator == NULL' checks to some ACS functions. - Added line and vertex lists to polyobjects so that I can do some changes that won't work with only a seg list being maintained. (SBarInfo update #23) - Fixed: Drawing the amount of an inventory item in the player's inventory did not work - Added: PowerupTime to drawnumber and drawbar. You must specify a powerupgiver. Although drawnumber goes in seconds the powerup has left drawbar will use ticks for extra accuracy. - I have increased cross-port compatibility with Skulltag. If an unknown game mode is provided for sbarinfo's gamemode command it will ignore it and continue. - Added an option to consider intermission screens gameplay for purposes of capturing the mouse. - Changed: Telefragging should not thrust the victim if it isn't in precisely the same position as the killer. - fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned object's position. - Fixed: Ouch state was far to easy to achieve. - Made all the basic texture classes local to their implementation. They are not needed anywhere else. - Changed the HackHack hack for corrupt 256 pixel high textures that FMultiPatchTexture only calls a virtual function instead of doing any type checks of the patch itself. - Cleaned up the constant definitions in doomdata.h. - Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp because they are used only in this one file. - Removed some more typedefs from r_defs.h and doomdata.h - Moved local polyobject data definitions from p_local.h to po_man.cpp. - Renamed player_s to player_t globally to get rid of the duplicate names for this class. - Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid potential crashes in the situation that con_scaletext is 2 and somebody uses a hud message as if a hud size was specified, but forgot to actually set the hud size. - Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar into a single place. - Fixed: Setting an invalid mug shot state crashed the game. - Fixed my attempts to be clever with strings yesterday. - If an actor's current target temporarily goes unshootable, its threshold is now reset to 0, so it will more readily switch back to it. - Fixed: Deactivating the game no longer allows reverb effects to continue playing while the sound is paused. - Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of Flags. - Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung leaks and didn't allocate enough space for the fullStateName string. - Disabled DUMB's mono destination mixers. It's not like I'm ever going to target an original SoundBlaster, so they're a waste of space to have around. This trims resample.obj down to ~60k now. - Fixed: PrtScn/SysRq key did not work on Linux. - Added an alternate module replay engine that uses foo_dumb's replayer, a heavily customized version of DUMB (Dynamic Universal Music Bibliotheque). It has been slightly modified by me: * Added support for Ogg Vorbis-compressed samples in XM files ala FMOD. * Removed excessive mallocs from the replay core. * Rerolled the loops in resample.c. Unrolling them made the object file ~250k large while providing little benefit. Even at ~100k, I think it's still larger than it ought to be, but I'll live with it for now. Other than that, it's essentially the same thing you'd hear in foobar2000, minus some subsong detection features. Release builds of the library look like they might even be slightly faster than FMOD, which is a plus. - Fixed: Timidity::font_add() did not release the file reader it created. - Fixed: The SF2 loader did not free the sample headers in its destructor. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
if (Channel != NULL && FMOD_OK == Channel->getVolume(&volume))
{
stats.AppendFormat(", %d%%", int(volume * 100));
}
if (Channel != NULL && FMOD_OK == Channel->getPaused(&paused) && paused)
{
stats += ", paused";
}
if (Channel != NULL && FMOD_OK == Channel->isPlaying(&isplaying) && isplaying)
{
stats += ", playing";
}
if (Channel != NULL && FMOD_OK == Channel->getFrequency(&frequency))
{
stats.AppendFormat(", %g Hz", frequency);
}
if (JustStarted)
{
stats += " JS";
}
if (Ended)
{
stats += " XX";
}
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
return stats;
}
static FMOD_RESULT F_CALLBACK PCMReadCallback(FMOD_SOUND *sound, void *data, unsigned int datalen)
{
FMOD_RESULT result;
FMODStreamCapsule *self;
result = ((FMOD::Sound *)sound)->getUserData((void **)&self);
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
if (result != FMOD_OK || self == NULL || self->Callback == NULL || self->Ended)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
// Contrary to the docs, this return value is completely ignored.
return FMOD_OK;
}
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
if (!self->Callback(self, data, datalen, self->UserData))
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
self->Ended = true;
}
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
return FMOD_OK;
}
static FMOD_RESULT F_CALLBACK PCMSetPosCallback(FMOD_SOUND *sound, int subsound, unsigned int position, FMOD_TIMEUNIT postype)
{
// This is useful if the user calls Channel::setPosition and you want
// to seek your data accordingly.
return FMOD_OK;
}
private:
FMODSoundRenderer *Owner;
FMOD::Sound *Stream;
FMOD::Channel *Channel;
void *UserData;
SoundStreamCallback Callback;
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
FString URL;
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
bool Ended;
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
bool JustStarted;
bool Starved;
bool Loop;
float Volume;
};
//==========================================================================
//
// The interface the game uses to talk to FMOD.
//
//==========================================================================
FMODSoundRenderer::FMODSoundRenderer()
{
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
InitSuccess = Init();
}
FMODSoundRenderer::~FMODSoundRenderer()
{
Shutdown();
}
bool FMODSoundRenderer::IsValid()
{
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
return InitSuccess;
}
Update to ZDoom r1514: - Fixed: Altering a link type with Sector_SetLink did not work. - Fixed: player.crouchsprite had no proper means of unsetting the crouch sprite which is needed by the ChexPlayer. - Fixed: A_ChangeFlags must unlink the actor from the world before changing the NOBLOCKMAP and NOSECTOR flags. - Fixed: Dehacked string replacement did not check the clusters' finaleflats. - Changed the definition of several typedef'd structs so that they are properly named. - Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer be possible to load DEHSUPP lumps from user WADs. - Brought back the text-based DEHSUPP parser and changed it to be able to reference states by label. Also changed label names of DoomUnusedStates and added proper labels to all states that were previously forced to be the first state of an actor so that the old (limited) method could access them. This was done to address the following bug: - Fixed: The player's death states calling A_PlayerSkinCheck should not be part of the state set that is accessible by Dehacked. These will produce error messages when mapped to non-players. - Fixed: Reading the RNG states from a savegame calculated the amounts of RNGs in the savegame wrong. - Changed random seed initialization so that it uses the system's cryptographically secure random number generator, if available, instead of the current time. - Changed the random number generator from Lee Killough's algorithm to the SFMT607 variant of the Mersenne Twister. <http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html> - Made fmodex.dll delay-loaded so the game should be runnable on Windows 95 again, though without sound. - Changed gameinfo_t and gameborder_t to be named structs instead of typedef'ed anonymous structs. - Fixed: P_AutoUseHealth() used autousemodes 0 and 1 instead of 1 and 2. - Fixed: SBARINFO did not recognize 5:4 aspect ratio. - Fixed: screenshot_dir was ignored. - Removed some obsolete code from G_InitLevelLocals that was causing problems with maps that have no name. - Fixed: The inner loop in AWeaponSlot::PickWeapon could endlessly loop when the counter variable became negative. - Fixed: Implicitly defined clusters were not initialized when being created. - Fixed: Item tossing did not work anymore. - Changed: Making the gameinfo customizable by MAPINFO requires different checks for map specific border flats. - removed gamemission variable because it wasn't used anywhere. - removed gamemode variable. All it was used for were some checks that really should depend on GI_MAPxx. - Externalized all internal gameinfo definitions. - added include to MAPINFO parser. - split IWAD detection code off from d_main.cpp into its own file. - disabled gamemission based switch filtering because it is not useful. - added GAMEINFO submission by Blzut3 with significant modifications. There is no GAMEINFO lump. Instead all information is placed in MAPINFO, except the data that is needed to decide which WADs to autoload. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@318 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-29 11:21:36 +00:00
#ifdef _MSC_VER
//==========================================================================
//
// CheckException
//
//==========================================================================
#define FACILITY_VISUALCPP ((LONG)0x6d)
#define VcppException(sev,err) ((sev) | (FACILITY_VISUALCPP<<16) | err)
static int CheckException(DWORD code)
{
if (code == VcppException(ERROR_SEVERITY_ERROR,ERROR_MOD_NOT_FOUND) ||
code == VcppException(ERROR_SEVERITY_ERROR,ERROR_PROC_NOT_FOUND))
{
return EXCEPTION_EXECUTE_HANDLER;
}
return EXCEPTION_CONTINUE_SEARCH;
}
#endif
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: Init
//
//==========================================================================
bool FMODSoundRenderer::Init()
{
FMOD_RESULT result;
unsigned int version;
FMOD_SPEAKERMODE speakermode;
FMOD_SOUND_FORMAT format;
FMOD_DSP_RESAMPLER resampler;
FMOD_INITFLAGS initflags;
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
int samplerate;
int driver;
int eval;
Update to ZDoom r1069: - Added a check to G_DoSaveGame() to prevent saving when you're not actually in a level. - Fixed: Serialized player data must always be loaded, even if it's simply to be discarded, so that anything serialized after the players will load from the correct position in the file when revisiting a hub map. - Changed: AInventory::Tick now only calls the super method if the item is not owned. Having owned inventory items interact with the world is not supposed to happen. - Fixed: case PCD_SECTORDAMAGE in p_acs.cpp was missing a terminating 'break'. - Fixed: When a weapon is destroyed, its sister weapon must also be destroyed. - Added a check for PUFFGETSOWNER to A_BFGSpray. - Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation to players only. - Fixed: P_SpawnMapThing still checked FMapThing::flags for the class bits instead of FMapThing::ClassFilter. - Fixed: A_CustomMissile must not let P_SpawnMissile call P_CheckMissileSpawn. It must do this itself after setting the proper owner. - Fixed: CCMD(give) increased the total item count. - Fixed: A_Stop didn't set the player specific variables to 0. - Fixed: Screenwipes now pause sounds, since there can be sounds playing during them. - UI sounds are now omitted from savegames. - Fixed: Menu sounds had been restricted to one at a time again. - Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that it will occur after the players are loaded. - Added fixes from FreeBSD for 0-length and very large string buffers passed to myvsnprintf. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@131 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-06 17:32:31 +00:00
SFXPaused = 0;
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
DSPLocked = false;
MusicGroup = NULL;
SfxGroup = NULL;
PausableSfx = NULL;
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
SfxConnection = NULL;
WaterLP = NULL;
WaterReverb = NULL;
PrevEnvironment = DefaultEnvironments[0];
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
DSPClock.AsOne = 0;
Update to ZDoom r1017: - Fixed: MAPINFO's 'lookup' option should only work for actual strings but not for lump and file names. - Added a few 'activator == NULL' checks to some ACS functions. - Added line and vertex lists to polyobjects so that I can do some changes that won't work with only a seg list being maintained. (SBarInfo update #23) - Fixed: Drawing the amount of an inventory item in the player's inventory did not work - Added: PowerupTime to drawnumber and drawbar. You must specify a powerupgiver. Although drawnumber goes in seconds the powerup has left drawbar will use ticks for extra accuracy. - I have increased cross-port compatibility with Skulltag. If an unknown game mode is provided for sbarinfo's gamemode command it will ignore it and continue. - Added an option to consider intermission screens gameplay for purposes of capturing the mouse. - Changed: Telefragging should not thrust the victim if it isn't in precisely the same position as the killer. - fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned object's position. - Fixed: Ouch state was far to easy to achieve. - Made all the basic texture classes local to their implementation. They are not needed anywhere else. - Changed the HackHack hack for corrupt 256 pixel high textures that FMultiPatchTexture only calls a virtual function instead of doing any type checks of the patch itself. - Cleaned up the constant definitions in doomdata.h. - Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp because they are used only in this one file. - Removed some more typedefs from r_defs.h and doomdata.h - Moved local polyobject data definitions from p_local.h to po_man.cpp. - Renamed player_s to player_t globally to get rid of the duplicate names for this class. - Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid potential crashes in the situation that con_scaletext is 2 and somebody uses a hud message as if a hud size was specified, but forgot to actually set the hud size. - Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar into a single place. - Fixed: Setting an invalid mug shot state crashed the game. - Fixed my attempts to be clever with strings yesterday. - If an actor's current target temporarily goes unshootable, its threshold is now reset to 0, so it will more readily switch back to it. - Fixed: Deactivating the game no longer allows reverb effects to continue playing while the sound is paused. - Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of Flags. - Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung leaks and didn't allocate enough space for the fullStateName string. - Disabled DUMB's mono destination mixers. It's not like I'm ever going to target an original SoundBlaster, so they're a waste of space to have around. This trims resample.obj down to ~60k now. - Fixed: PrtScn/SysRq key did not work on Linux. - Added an alternate module replay engine that uses foo_dumb's replayer, a heavily customized version of DUMB (Dynamic Universal Music Bibliotheque). It has been slightly modified by me: * Added support for Ogg Vorbis-compressed samples in XM files ala FMOD. * Removed excessive mallocs from the replay core. * Rerolled the loops in resample.c. Unrolling them made the object file ~250k large while providing little benefit. Even at ~100k, I think it's still larger than it ought to be, but I'll live with it for now. Other than that, it's essentially the same thing you'd hear in foobar2000, minus some subsong detection features. Release builds of the library look like they might even be slightly faster than FMOD, which is a plus. - Fixed: Timidity::font_add() did not release the file reader it created. - Fixed: The SF2 loader did not free the sample headers in its destructor. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
ChannelGroupTargetUnit = NULL;
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - 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.) - 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. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
SfxReverbHooked = false;
SfxReverbPlaceholder = NULL;
OutputPlugin = 0;
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
Printf("I_InitSound: Initializing FMOD\n");
// Create a System object and initialize.
Update to ZDoom r1514: - Fixed: Altering a link type with Sector_SetLink did not work. - Fixed: player.crouchsprite had no proper means of unsetting the crouch sprite which is needed by the ChexPlayer. - Fixed: A_ChangeFlags must unlink the actor from the world before changing the NOBLOCKMAP and NOSECTOR flags. - Fixed: Dehacked string replacement did not check the clusters' finaleflats. - Changed the definition of several typedef'd structs so that they are properly named. - Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer be possible to load DEHSUPP lumps from user WADs. - Brought back the text-based DEHSUPP parser and changed it to be able to reference states by label. Also changed label names of DoomUnusedStates and added proper labels to all states that were previously forced to be the first state of an actor so that the old (limited) method could access them. This was done to address the following bug: - Fixed: The player's death states calling A_PlayerSkinCheck should not be part of the state set that is accessible by Dehacked. These will produce error messages when mapped to non-players. - Fixed: Reading the RNG states from a savegame calculated the amounts of RNGs in the savegame wrong. - Changed random seed initialization so that it uses the system's cryptographically secure random number generator, if available, instead of the current time. - Changed the random number generator from Lee Killough's algorithm to the SFMT607 variant of the Mersenne Twister. <http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html> - Made fmodex.dll delay-loaded so the game should be runnable on Windows 95 again, though without sound. - Changed gameinfo_t and gameborder_t to be named structs instead of typedef'ed anonymous structs. - Fixed: P_AutoUseHealth() used autousemodes 0 and 1 instead of 1 and 2. - Fixed: SBARINFO did not recognize 5:4 aspect ratio. - Fixed: screenshot_dir was ignored. - Removed some obsolete code from G_InitLevelLocals that was causing problems with maps that have no name. - Fixed: The inner loop in AWeaponSlot::PickWeapon could endlessly loop when the counter variable became negative. - Fixed: Implicitly defined clusters were not initialized when being created. - Fixed: Item tossing did not work anymore. - Changed: Making the gameinfo customizable by MAPINFO requires different checks for map specific border flats. - removed gamemission variable because it wasn't used anywhere. - removed gamemode variable. All it was used for were some checks that really should depend on GI_MAPxx. - Externalized all internal gameinfo definitions. - added include to MAPINFO parser. - split IWAD detection code off from d_main.cpp into its own file. - disabled gamemission based switch filtering because it is not useful. - added GAMEINFO submission by Blzut3 with significant modifications. There is no GAMEINFO lump. Instead all information is placed in MAPINFO, except the data that is needed to decide which WADs to autoload. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@318 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-29 11:21:36 +00:00
#ifdef _MSC_VER
__try {
#endif
result = FMOD::System_Create(&Sys);
Update to ZDoom r1514: - Fixed: Altering a link type with Sector_SetLink did not work. - Fixed: player.crouchsprite had no proper means of unsetting the crouch sprite which is needed by the ChexPlayer. - Fixed: A_ChangeFlags must unlink the actor from the world before changing the NOBLOCKMAP and NOSECTOR flags. - Fixed: Dehacked string replacement did not check the clusters' finaleflats. - Changed the definition of several typedef'd structs so that they are properly named. - Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer be possible to load DEHSUPP lumps from user WADs. - Brought back the text-based DEHSUPP parser and changed it to be able to reference states by label. Also changed label names of DoomUnusedStates and added proper labels to all states that were previously forced to be the first state of an actor so that the old (limited) method could access them. This was done to address the following bug: - Fixed: The player's death states calling A_PlayerSkinCheck should not be part of the state set that is accessible by Dehacked. These will produce error messages when mapped to non-players. - Fixed: Reading the RNG states from a savegame calculated the amounts of RNGs in the savegame wrong. - Changed random seed initialization so that it uses the system's cryptographically secure random number generator, if available, instead of the current time. - Changed the random number generator from Lee Killough's algorithm to the SFMT607 variant of the Mersenne Twister. <http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html> - Made fmodex.dll delay-loaded so the game should be runnable on Windows 95 again, though without sound. - Changed gameinfo_t and gameborder_t to be named structs instead of typedef'ed anonymous structs. - Fixed: P_AutoUseHealth() used autousemodes 0 and 1 instead of 1 and 2. - Fixed: SBARINFO did not recognize 5:4 aspect ratio. - Fixed: screenshot_dir was ignored. - Removed some obsolete code from G_InitLevelLocals that was causing problems with maps that have no name. - Fixed: The inner loop in AWeaponSlot::PickWeapon could endlessly loop when the counter variable became negative. - Fixed: Implicitly defined clusters were not initialized when being created. - Fixed: Item tossing did not work anymore. - Changed: Making the gameinfo customizable by MAPINFO requires different checks for map specific border flats. - removed gamemission variable because it wasn't used anywhere. - removed gamemode variable. All it was used for were some checks that really should depend on GI_MAPxx. - Externalized all internal gameinfo definitions. - added include to MAPINFO parser. - split IWAD detection code off from d_main.cpp into its own file. - disabled gamemission based switch filtering because it is not useful. - added GAMEINFO submission by Blzut3 with significant modifications. There is no GAMEINFO lump. Instead all information is placed in MAPINFO, except the data that is needed to decide which WADs to autoload. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@318 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-29 11:21:36 +00:00
#ifdef _MSC_VER
}
__except(CheckException(GetExceptionCode()))
{
Sys = NULL;
Printf(TEXTCOLOR_ORANGE"Failed to load fmodex"
#ifdef _WIN64
"64"
#endif
".dll\n");
return false;
}
#endif
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
if (result != FMOD_OK)
{
Sys = NULL;
Printf(TEXTCOLOR_ORANGE"Failed to create FMOD system object: Error %d\n", result);
return false;
}
result = Sys->getVersion(&version);
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
if (result != FMOD_OK)
{
Printf(TEXTCOLOR_ORANGE"Could not validate FMOD version: Error %d\n", result);
return false;
}
Update to ZDoom r1033: - Fixed: The UDMF parser stored plane rotation angles as fixed_t, not angle_t. - Grouped the sector plane texture transformation values into a separate structure and replaced all access to them with wrapper functions. - Add environment 255, 255 as a way to get the software underwater effect in any zone you want. - Using a too-recent version of FMOD now gives an error, since there may be breaking changes to the API from one version to the next (excluding revisions in stable branches, which only represent bug fixes). - Updated fmod_wrap.h for FMOD 4.16 and corrected a bug that had gone unnoticed before: The delayhi and delaylo parameters for Channel::setDelay() and getDelay() were swapped. - Fixed: P_ChangeSector could incorrectly block movement when checking for mid textures linked to a moving floor. - Fixed AActor's bouncefactor definitions which I accidentally changed when adding wallbouncefactor. - Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead of subtracting it. - Fixed: SBARINFO's popup code used 1-based indices to address a C++ array. - Fixed: ACS's ChangeSky command didn't clean up the stack. - Fixed: Wall scrolling interpolations incremented their reference count twice. - Fixed: Before a level's thinkers are loaded all previous interpolations must be cleared. - Fixed: deleted interpolations didn't NULL the pointer in the interpolated object. Also added all interpolation pointers to DSectorMarker to ensure that they are properyl processed by the garbage collector. - Added scaling to double size for idmypos display. - Changed: Players don't telefrag when they are spawned now but after all actors have been spawned to avoid accidental voodoo doll telefragging. - Fixed: ACS scripts for non-existent maps were started on the current one. - Added a 'wallbouncefactor' property to AActor. - Reverted forceunderwater change from r1026 and fixed the problem for real: SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec. So the initial check of the current sector in AActor::UpdateWaterLevel must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK. - Dehacked fix discovered by entryway: Dehacked only changes the blue armor's armortype. It does not touch the armor given by the megasphere. - Changed forcewater handling so that only control sectors created by one- sided lines become swimmable, since there's a good chance that a two-sided line is creating the control sector out of a normal, accessible portion of the map. (See e.g. linedef 29242 of zdoomcmp1.) - Added self-modifying code notifications for Valgrind. Build with make VALGRIND=1 to turn them on. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@121 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-14 15:37:17 +00:00
const char *wrongver = NULL;
if (version < 0x42000)
{
Update to ZDoom r1033: - Fixed: The UDMF parser stored plane rotation angles as fixed_t, not angle_t. - Grouped the sector plane texture transformation values into a separate structure and replaced all access to them with wrapper functions. - Add environment 255, 255 as a way to get the software underwater effect in any zone you want. - Using a too-recent version of FMOD now gives an error, since there may be breaking changes to the API from one version to the next (excluding revisions in stable branches, which only represent bug fixes). - Updated fmod_wrap.h for FMOD 4.16 and corrected a bug that had gone unnoticed before: The delayhi and delaylo parameters for Channel::setDelay() and getDelay() were swapped. - Fixed: P_ChangeSector could incorrectly block movement when checking for mid textures linked to a moving floor. - Fixed AActor's bouncefactor definitions which I accidentally changed when adding wallbouncefactor. - Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead of subtracting it. - Fixed: SBARINFO's popup code used 1-based indices to address a C++ array. - Fixed: ACS's ChangeSky command didn't clean up the stack. - Fixed: Wall scrolling interpolations incremented their reference count twice. - Fixed: Before a level's thinkers are loaded all previous interpolations must be cleared. - Fixed: deleted interpolations didn't NULL the pointer in the interpolated object. Also added all interpolation pointers to DSectorMarker to ensure that they are properyl processed by the garbage collector. - Added scaling to double size for idmypos display. - Changed: Players don't telefrag when they are spawned now but after all actors have been spawned to avoid accidental voodoo doll telefragging. - Fixed: ACS scripts for non-existent maps were started on the current one. - Added a 'wallbouncefactor' property to AActor. - Reverted forceunderwater change from r1026 and fixed the problem for real: SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec. So the initial check of the current sector in AActor::UpdateWaterLevel must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK. - Dehacked fix discovered by entryway: Dehacked only changes the blue armor's armortype. It does not touch the armor given by the megasphere. - Changed forcewater handling so that only control sectors created by one- sided lines become swimmable, since there's a good chance that a two-sided line is creating the control sector out of a normal, accessible portion of the map. (See e.g. linedef 29242 of zdoomcmp1.) - Added self-modifying code notifications for Valgrind. Build with make VALGRIND=1 to turn them on. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@121 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-14 15:37:17 +00:00
wrongver = "an old";
}
#if FMOD_VERSION < 0x42700
else if ((version & 0xFFFF00) > 0x42600)
#else
Update to ZDoom r1033: - Fixed: The UDMF parser stored plane rotation angles as fixed_t, not angle_t. - Grouped the sector plane texture transformation values into a separate structure and replaced all access to them with wrapper functions. - Add environment 255, 255 as a way to get the software underwater effect in any zone you want. - Using a too-recent version of FMOD now gives an error, since there may be breaking changes to the API from one version to the next (excluding revisions in stable branches, which only represent bug fixes). - Updated fmod_wrap.h for FMOD 4.16 and corrected a bug that had gone unnoticed before: The delayhi and delaylo parameters for Channel::setDelay() and getDelay() were swapped. - Fixed: P_ChangeSector could incorrectly block movement when checking for mid textures linked to a moving floor. - Fixed AActor's bouncefactor definitions which I accidentally changed when adding wallbouncefactor. - Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead of subtracting it. - Fixed: SBARINFO's popup code used 1-based indices to address a C++ array. - Fixed: ACS's ChangeSky command didn't clean up the stack. - Fixed: Wall scrolling interpolations incremented their reference count twice. - Fixed: Before a level's thinkers are loaded all previous interpolations must be cleared. - Fixed: deleted interpolations didn't NULL the pointer in the interpolated object. Also added all interpolation pointers to DSectorMarker to ensure that they are properyl processed by the garbage collector. - Added scaling to double size for idmypos display. - Changed: Players don't telefrag when they are spawned now but after all actors have been spawned to avoid accidental voodoo doll telefragging. - Fixed: ACS scripts for non-existent maps were started on the current one. - Added a 'wallbouncefactor' property to AActor. - Reverted forceunderwater change from r1026 and fixed the problem for real: SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec. So the initial check of the current sector in AActor::UpdateWaterLevel must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK. - Dehacked fix discovered by entryway: Dehacked only changes the blue armor's armortype. It does not touch the armor given by the megasphere. - Changed forcewater handling so that only control sectors created by one- sided lines become swimmable, since there's a good chance that a two-sided line is creating the control sector out of a normal, accessible portion of the map. (See e.g. linedef 29242 of zdoomcmp1.) - Added self-modifying code notifications for Valgrind. Build with make VALGRIND=1 to turn them on. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@121 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-14 15:37:17 +00:00
else if ((version & 0xFFFF00) > (FMOD_VERSION & 0xFFFF00))
#endif
Update to ZDoom r1033: - Fixed: The UDMF parser stored plane rotation angles as fixed_t, not angle_t. - Grouped the sector plane texture transformation values into a separate structure and replaced all access to them with wrapper functions. - Add environment 255, 255 as a way to get the software underwater effect in any zone you want. - Using a too-recent version of FMOD now gives an error, since there may be breaking changes to the API from one version to the next (excluding revisions in stable branches, which only represent bug fixes). - Updated fmod_wrap.h for FMOD 4.16 and corrected a bug that had gone unnoticed before: The delayhi and delaylo parameters for Channel::setDelay() and getDelay() were swapped. - Fixed: P_ChangeSector could incorrectly block movement when checking for mid textures linked to a moving floor. - Fixed AActor's bouncefactor definitions which I accidentally changed when adding wallbouncefactor. - Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead of subtracting it. - Fixed: SBARINFO's popup code used 1-based indices to address a C++ array. - Fixed: ACS's ChangeSky command didn't clean up the stack. - Fixed: Wall scrolling interpolations incremented their reference count twice. - Fixed: Before a level's thinkers are loaded all previous interpolations must be cleared. - Fixed: deleted interpolations didn't NULL the pointer in the interpolated object. Also added all interpolation pointers to DSectorMarker to ensure that they are properyl processed by the garbage collector. - Added scaling to double size for idmypos display. - Changed: Players don't telefrag when they are spawned now but after all actors have been spawned to avoid accidental voodoo doll telefragging. - Fixed: ACS scripts for non-existent maps were started on the current one. - Added a 'wallbouncefactor' property to AActor. - Reverted forceunderwater change from r1026 and fixed the problem for real: SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec. So the initial check of the current sector in AActor::UpdateWaterLevel must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK. - Dehacked fix discovered by entryway: Dehacked only changes the blue armor's armortype. It does not touch the armor given by the megasphere. - Changed forcewater handling so that only control sectors created by one- sided lines become swimmable, since there's a good chance that a two-sided line is creating the control sector out of a normal, accessible portion of the map. (See e.g. linedef 29242 of zdoomcmp1.) - Added self-modifying code notifications for Valgrind. Build with make VALGRIND=1 to turn them on. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@121 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-14 15:37:17 +00:00
{
wrongver = "a new";
}
if (wrongver != NULL)
{
Printf (" "TEXTCOLOR_ORANGE"Error! You are using %s version of FMOD (%x.%02x.%02x).\n"
" "TEXTCOLOR_ORANGE"This program was built for version %x.%02x.%02x\n",
Update to ZDoom r1033: - Fixed: The UDMF parser stored plane rotation angles as fixed_t, not angle_t. - Grouped the sector plane texture transformation values into a separate structure and replaced all access to them with wrapper functions. - Add environment 255, 255 as a way to get the software underwater effect in any zone you want. - Using a too-recent version of FMOD now gives an error, since there may be breaking changes to the API from one version to the next (excluding revisions in stable branches, which only represent bug fixes). - Updated fmod_wrap.h for FMOD 4.16 and corrected a bug that had gone unnoticed before: The delayhi and delaylo parameters for Channel::setDelay() and getDelay() were swapped. - Fixed: P_ChangeSector could incorrectly block movement when checking for mid textures linked to a moving floor. - Fixed AActor's bouncefactor definitions which I accidentally changed when adding wallbouncefactor. - Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead of subtracting it. - Fixed: SBARINFO's popup code used 1-based indices to address a C++ array. - Fixed: ACS's ChangeSky command didn't clean up the stack. - Fixed: Wall scrolling interpolations incremented their reference count twice. - Fixed: Before a level's thinkers are loaded all previous interpolations must be cleared. - Fixed: deleted interpolations didn't NULL the pointer in the interpolated object. Also added all interpolation pointers to DSectorMarker to ensure that they are properyl processed by the garbage collector. - Added scaling to double size for idmypos display. - Changed: Players don't telefrag when they are spawned now but after all actors have been spawned to avoid accidental voodoo doll telefragging. - Fixed: ACS scripts for non-existent maps were started on the current one. - Added a 'wallbouncefactor' property to AActor. - Reverted forceunderwater change from r1026 and fixed the problem for real: SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec. So the initial check of the current sector in AActor::UpdateWaterLevel must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK. - Dehacked fix discovered by entryway: Dehacked only changes the blue armor's armortype. It does not touch the armor given by the megasphere. - Changed forcewater handling so that only control sectors created by one- sided lines become swimmable, since there's a good chance that a two-sided line is creating the control sector out of a normal, accessible portion of the map. (See e.g. linedef 29242 of zdoomcmp1.) - Added self-modifying code notifications for Valgrind. Build with make VALGRIND=1 to turn them on. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@121 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-14 15:37:17 +00:00
wrongver,
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
version >> 16, (version >> 8) & 255, version & 255,
FMOD_VERSION >> 16, (FMOD_VERSION >> 8) & 255, FMOD_VERSION & 255);
return false;
}
ActiveFMODVersion = version;
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
if (!ShowedBanner)
{
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - 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.) - 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. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
Printf("FMOD Sound System, copyright <20> Firelight Technologies Pty, Ltd., 1994-2009.\n");
Printf("Loaded FMOD version %x.%02x.%02x\n", version >> 16, (version >> 8) & 255, version & 255);
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
ShowedBanner = true;
}
#ifdef _WIN32
if (OSPlatform == os_WinNT4)
{
// The following was true as of FMOD 3. I don't know if it still
// applies to FMOD Ex, nor do I have an NT 4 install anymore, but
// there's no reason to get rid of it yet.
//
// If running Windows NT 4, we need to initialize DirectSound before
// using WinMM. If we don't, then FSOUND_Close will corrupt a
// heap. This might just be the Audigy's drivers--I don't know why
// it happens. At least the fix is simple enough. I only need to
// initialize DirectSound once, and then I can initialize/close
// WinMM as many times as I want.
//
// Yes, using WinMM under NT 4 is a good idea. I can get latencies as
// low as 20 ms with WinMM, but with DirectSound I need to have the
// latency as high as 120 ms to avoid crackling--quite the opposite
// from the other Windows versions with real DirectSound support.
static bool inited_dsound = false;
if (!inited_dsound)
{
if (Sys->setOutput(FMOD_OUTPUTTYPE_DSOUND) == FMOD_OK)
{
if (Sys->init(1, FMOD_INIT_NORMAL, 0) == FMOD_OK)
{
inited_dsound = true;
Sleep(50);
Sys->close();
}
Sys->setOutput(FMOD_OUTPUTTYPE_WINMM);
}
}
}
#endif
#ifndef _WIN32
// Try to load SDL output plugin
result = Sys->setPluginPath(progdir); // Should we really look for it in the program directory?
result = Sys->loadPlugin("liboutput_sdl.so", &OutputPlugin);
if (result != FMOD_OK)
{
OutputPlugin = 0;
}
#endif
// Set the user specified output mode.
eval = Enum_NumForName(OutputNames, snd_output);
if (eval >= 0)
{
if (eval == 666 && OutputPlugin != 0)
{
result = Sys->setOutputByPlugin(OutputPlugin);
}
else
{
result = Sys->setOutput(FMOD_OUTPUTTYPE(eval));
}
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
if (result != FMOD_OK)
{
Printf(TEXTCOLOR_BLUE"Setting output type '%s' failed. Using default instead. (Error %d)\n", *snd_output, result);
eval = FMOD_OUTPUTTYPE_AUTODETECT;
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
Sys->setOutput(FMOD_OUTPUTTYPE_AUTODETECT);
}
}
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
result = Sys->getNumDrivers(&driver);
#ifdef unix
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
if (result == FMOD_OK)
{
// On Linux, FMOD defaults to OSS. If OSS is not present, it doesn't
Update to ZDoom r1757: - Added player MugShotMaxHealth property. Negative values use the player's max health as the mug shot max health, zero uses 100 as the mug shot max health, and positive values used directly as the mug shot max health. - Added buddha cheat. - Added TELEFRAG_DAMAGE constant, and changed the two places that still used 1000 as the threshold for god mode damage to use it instead. (Players with MF2_INVULNERABLE set already used 1000000 as their threshold.) - Added MF6_NOTELEFRAG flag. - Fixed: M_QuitResponse() tried to play a sound even when none was specified in the gameinfo. - Added Yes/No selections for Y/N messages so that you can answer them entirely with a joystick. - Fixed: Starting the menu at the title screen with a key other than Escape left the top level menu out of the menu stack. - Changed the save menu so that cancelling input of a new save name only deactivates that control and does not completely close the menus. - Fixed "any key" messages to override input to menus hidden beneath them and to work with joysticks. - Removed the input parameter from M_StartMessage and the corresponding messageNeedsInput global, because it was redundant. Any messages that want a Y/N response also supply a callback, and messages that don't care which key you press don't supply a callback. - Changed MKEY_Back so that it cancels out of text entry fields before backing to the previous menu, which it already did for the keyboard. - Changed the menu responder so that key downs always produce results, regardless of whether or not an equivalent key is already down. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@412 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-07 19:34:42 +00:00
// try ALSA; it just fails. We'll try for it, but only if OSS wasn't
// explicitly specified for snd_output.
if (driver == 0 && eval == FMOD_OUTPUTTYPE_AUTODETECT)
{
FMOD_OUTPUTTYPE output;
if (FMOD_OK == Sys->getOutput(&output))
{
if (output == FMOD_OUTPUTTYPE_OSS)
{
Printf(TEXTCOLOR_BLUE"OSS could not be initialized. Trying ALSA.\n");
Sys->setOutput(FMOD_OUTPUTTYPE_ALSA);
result = Sys->getNumDrivers(&driver);
}
}
}
}
#endif
if (result == FMOD_OK)
{
if (driver == 0)
{
Printf(TEXTCOLOR_ORANGE"No working sound devices found. Try a different snd_output?\n");
return false;
}
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
if (snd_driver >= driver)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
Printf(TEXTCOLOR_BLUE"Driver %d does not exist. Using 0.\n", *snd_driver);
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
driver = 0;
}
else
{
driver = snd_driver;
}
result = Sys->setDriver(driver);
}
result = Sys->getDriver(&driver);
result = Sys->getDriverCaps(driver, &Driver_Caps, &Driver_MinFrequency, &Driver_MaxFrequency, &speakermode);
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
if (result != FMOD_OK)
{
Printf(TEXTCOLOR_BLUE"Could not ascertain driver capabilities. Some things may be weird. (Error %d)\n", result);
// Fill in some default to pretend it worked. (But as long as we specify a valid driver,
// can this call actually fail?)
Driver_Caps = 0;
Driver_MinFrequency = 4000;
Driver_MaxFrequency = 48000;
speakermode = FMOD_SPEAKERMODE_STEREO;
}
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
// Set the user selected speaker mode.
eval = Enum_NumForName(SpeakerModeNames, snd_speakermode);
if (eval >= 0)
{
speakermode = FMOD_SPEAKERMODE(eval);
}
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
result = Sys->setSpeakerMode(speakermode);
if (result != FMOD_OK)
{
Printf(TEXTCOLOR_BLUE"Could not set speaker mode to '%s'. (Error %d)\n", *snd_speakermode, result);
}
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
// Set software format
eval = Enum_NumForName(SoundFormatNames, snd_output_format);
format = eval >= 0 ? FMOD_SOUND_FORMAT(eval) : FMOD_SOUND_FORMAT_PCM16;
eval = Enum_NumForName(ResamplerNames, snd_resampler);
resampler = eval >= 0 ? FMOD_DSP_RESAMPLER(eval) : FMOD_DSP_RESAMPLER_LINEAR;
samplerate = clamp<int>(snd_samplerate, Driver_MinFrequency, Driver_MaxFrequency);
if (samplerate == 0 || snd_samplerate == 0)
{ // Creative's ASIO drivers report the only supported frequency as 0!
if (FMOD_OK != Sys->getSoftwareFormat(&samplerate, NULL, NULL, NULL, NULL, NULL))
{
samplerate = 48000;
}
}
if (samplerate != snd_samplerate && snd_samplerate != 0)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
Printf(TEXTCOLOR_BLUE"Sample rate %d is unsupported. Trying %d.\n", *snd_samplerate, samplerate);
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
}
result = Sys->setSoftwareFormat(samplerate, format, 0, 0, resampler);
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
if (result != FMOD_OK)
{
Printf(TEXTCOLOR_BLUE"Could not set mixing format. Defaults will be used. (Error %d)\n", result);
}
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
// Set software channels according to snd_channels
result = Sys->setSoftwareChannels(snd_channels + NUM_EXTRA_SOFTWARE_CHANNELS);
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
if (result != FMOD_OK)
{
Printf(TEXTCOLOR_BLUE"Failed to set the preferred number of channels. (Error %d)\n", result);
}
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
if (Driver_Caps & FMOD_CAPS_HARDWARE_EMULATED)
{ // The user has the 'Acceleration' slider set to off!
// This is really bad for latency!
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
Printf (TEXTCOLOR_BLUE"Warning: The sound acceleration slider has been set to off.\n");
Printf (TEXTCOLOR_BLUE"Please turn it back on if you want decent sound.\n");
result = Sys->setDSPBufferSize(1024, 10); // At 48khz, the latency between issuing an fmod command and hearing it will now be about 213ms.
}
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
else if (snd_buffersize != 0 || snd_buffercount != 0)
{
int buffersize = snd_buffersize ? snd_buffersize : 1024;
int buffercount = snd_buffercount ? snd_buffercount : 4;
result = Sys->setDSPBufferSize(buffersize, buffercount);
}
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
else
{
result = FMOD_OK;
}
if (result != FMOD_OK)
{
Printf(TEXTCOLOR_BLUE"Setting DSP buffer size failed. (Error %d)\n", result);
}
// Try to init
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
initflags = FMOD_INIT_NORMAL;
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
if (snd_hrtf)
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
{
initflags |= FMOD_INIT_SOFTWARE_HRTF;
}
Update to ZDoom r910: - Fixed a few bugs in the parser for composite textures. - Changed: When loading Zips all patches in the patches/ directory should be loaded, not only those used by a texture in TEXTUREx. - Changed FMOD_INIT_ENABLE_DSPNET use to its replacement from 4.14.00, FMOD_INIT_ENABLE_PROFILE. Renamed the corresponding cvar to snd_profile. - Removed the normalize parameter from SoundStream::Play(). - Disabled the chorus and reverb effects added to SDL_mixer's Timidity, because they were probably never tested well, either. Thanks to the bug in vc_alloc(), they were never even activated. - Restored the exact frequency range search that was missing from SDL_mixer's verion of select_sample(). - Fixed: vc_alloc(), kill_others(), and note_on() treated Voice::status as a bit mask, when it's not. These were changes made to SDL_mixer's Timidity. - Restored the original Timidity volume equation. The other louder one was put in when I didn't realize all channels were mono and many notes sounded too quiet because they never completed their attack phase. - Fixed: FileReader::Gets() acted as if fgets() always read the maximum number of characters. - Fixed: FileReader::Open() did not set FilePos and StartPos to 0. - Replaced use of stdio in Timidity with FileReader and added the option to read from the lump directory. If the main config file is inside the lump directory it will assume that everything else is as well. If it is a real file it will be assumed that the rest is real files as well. - Fixed: None of the error returns in read_config_file closed the file being read. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@91 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-13 14:34:31 +00:00
if (snd_profile)
{
Update to ZDoom r910: - Fixed a few bugs in the parser for composite textures. - Changed: When loading Zips all patches in the patches/ directory should be loaded, not only those used by a texture in TEXTUREx. - Changed FMOD_INIT_ENABLE_DSPNET use to its replacement from 4.14.00, FMOD_INIT_ENABLE_PROFILE. Renamed the corresponding cvar to snd_profile. - Removed the normalize parameter from SoundStream::Play(). - Disabled the chorus and reverb effects added to SDL_mixer's Timidity, because they were probably never tested well, either. Thanks to the bug in vc_alloc(), they were never even activated. - Restored the exact frequency range search that was missing from SDL_mixer's verion of select_sample(). - Fixed: vc_alloc(), kill_others(), and note_on() treated Voice::status as a bit mask, when it's not. These were changes made to SDL_mixer's Timidity. - Restored the original Timidity volume equation. The other louder one was put in when I didn't realize all channels were mono and many notes sounded too quiet because they never completed their attack phase. - Fixed: FileReader::Gets() acted as if fgets() always read the maximum number of characters. - Fixed: FileReader::Open() did not set FilePos and StartPos to 0. - Replaced use of stdio in Timidity with FileReader and added the option to read from the lump directory. If the main config file is inside the lump directory it will assume that everything else is as well. If it is a real file it will be assumed that the rest is real files as well. - Fixed: None of the error returns in read_config_file closed the file being read. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@91 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-13 14:34:31 +00:00
initflags |= FMOD_INIT_ENABLE_PROFILE;
}
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
for (;;)
{
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
result = Sys->init(MAX(*snd_channels, MAX_CHANNELS), initflags, 0);
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
if (result == FMOD_ERR_OUTPUT_CREATEBUFFER)
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
{
// Possible causes of a buffer creation failure:
// 1. The speaker mode selected isn't supported by this soundcard. Force it to stereo.
// 2. The output format is unsupported. Force it to 16-bit PCM.
// 3. ???
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
result = Sys->getSpeakerMode(&speakermode);
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
if (result == FMOD_OK &&
speakermode != FMOD_SPEAKERMODE_STEREO &&
FMOD_OK == Sys->setSpeakerMode(FMOD_SPEAKERMODE_STEREO))
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
{
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
Printf(TEXTCOLOR_RED" Buffer creation failed. Retrying with stereo output.\n");
continue;
}
result = Sys->getSoftwareFormat(&samplerate, &format, NULL, NULL, &resampler, NULL);
if (result == FMOD_OK &&
format != FMOD_SOUND_FORMAT_PCM16 &&
FMOD_OK == Sys->setSoftwareFormat(samplerate, FMOD_SOUND_FORMAT_PCM16, 0, 0, resampler))
{
Printf(TEXTCOLOR_RED" Buffer creation failed. Retrying with PCM-16 output.\n");
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
continue;
}
}
#ifdef _WIN32
else if (result == FMOD_ERR_OUTPUT_INIT)
{
FMOD_OUTPUTTYPE output;
result = Sys->getOutput(&output);
if (result == FMOD_OK && output != FMOD_OUTPUTTYPE_DSOUND)
{
Printf(TEXTCOLOR_BLUE" Init failed for output type %s. Retrying with DirectSound.\n",
Enum_NameForNum(OutputNames, output));
if (FMOD_OK == Sys->setOutput(FMOD_OUTPUTTYPE_DSOUND))
{
continue;
}
}
}
#endif
break;
}
if (result != FMOD_OK)
{ // Initializing FMOD failed. Cry cry.
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
Printf(TEXTCOLOR_ORANGE" System::init returned error code %d\n", result);
return false;
}
// Create channel groups
result = Sys->createChannelGroup("Music", &MusicGroup);
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
if (result != FMOD_OK)
{
Printf(TEXTCOLOR_ORANGE" Could not create music channel group. (Error %d)\n", result);
return false;
}
result = Sys->createChannelGroup("SFX", &SfxGroup);
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
if (result != FMOD_OK)
{
Printf(TEXTCOLOR_ORANGE" Could not create sfx channel group. (Error %d)\n", result);
return false;
}
result = Sys->createChannelGroup("Pausable SFX", &PausableSfx);
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
if (result != FMOD_OK)
{
Printf(TEXTCOLOR_ORANGE" Could not create pausable sfx channel group. (Error %d)\n", result);
return false;
}
result = SfxGroup->addGroup(PausableSfx);
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
if (result != FMOD_OK)
{
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
Printf(TEXTCOLOR_BLUE" Could not attach pausable sfx to sfx channel group. (Error %d)\n", result);
}
// Create DSP units for underwater effect
result = Sys->createDSPByType(FMOD_DSP_TYPE_LOWPASS, &WaterLP);
if (result != FMOD_OK)
{
Printf(TEXTCOLOR_BLUE" Could not create underwater lowpass unit. (Error %d)\n", result);
}
else
{
result = Sys->createDSPByType(FMOD_DSP_TYPE_REVERB, &WaterReverb);
if (result != FMOD_OK)
{
Printf(TEXTCOLOR_BLUE" Could not create underwater reverb unit. (Error %d)\n", result);
}
}
// Connect underwater DSP unit between PausableSFX and SFX groups, while
// retaining the connection established by SfxGroup->addGroup().
if (WaterLP != NULL)
{
FMOD::DSP *sfx_head, *pausable_head;
result = SfxGroup->getDSPHead(&sfx_head);
Update to ZDoom r1344: - Fixed: SBARINFO used GetSpecies instead of GetClass to check weapon types. - Added a few missing NULL pointer checks to SBARINFO code. - Changed pickup sounds of local player to unpaused to resolve problems with the time freezer and make them behave better. - Fixed: When sounds are paused not all newly started sounds should actually be played. - Fixed: SBARINFO had no means to check if a weapon uses any ammo at all and as a result the inventory icon was misplaced if a no-ammo weapon was selected. - Fixed: P_CheckMissileSpawn and AFastProjectile didn't adjust their calculations for missiles with small radii. - Added a new aiming mode to A_CustomRailgun to aim directly at the target from the actual point the shot originates from. - Added a constant name for Skulltag's 128 flag for A_SpawnItemEx. For compatibility ZDoom needs to define this name, too, even though it doesn't use it. - Fixed: The nodebuilder could hang on badly set up polyobjects. Now it aborts when the loop iterates NumberOfSegs times. - Fixed: FMOD calls for setting the water reverb must check the return code for errors. - Fixed: Hexen's dual attack weapons must check distance to targets in 3D, not 2D. - Made several DECORATE errors which do not involve parsing non-fatal. - Added a static error counter to FScriptPosition class. - Changed initialization of actor class type properties: fuglyname is gone as is the postprocessing in FinishThingdef. Instead an empty placeholder class is now created when a class is first referenced and this placeholder is later filled in. - Added option to replace backslash with '^' in state frame definitions because the backslash is just causing too many problems because it's also an escape character. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@282 b0f79afe-0144-0410-b225-9a4edf0717df
2009-01-01 16:47:46 +00:00
if (result == FMOD_OK)
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
{
Update to ZDoom r1344: - Fixed: SBARINFO used GetSpecies instead of GetClass to check weapon types. - Added a few missing NULL pointer checks to SBARINFO code. - Changed pickup sounds of local player to unpaused to resolve problems with the time freezer and make them behave better. - Fixed: When sounds are paused not all newly started sounds should actually be played. - Fixed: SBARINFO had no means to check if a weapon uses any ammo at all and as a result the inventory icon was misplaced if a no-ammo weapon was selected. - Fixed: P_CheckMissileSpawn and AFastProjectile didn't adjust their calculations for missiles with small radii. - Added a new aiming mode to A_CustomRailgun to aim directly at the target from the actual point the shot originates from. - Added a constant name for Skulltag's 128 flag for A_SpawnItemEx. For compatibility ZDoom needs to define this name, too, even though it doesn't use it. - Fixed: The nodebuilder could hang on badly set up polyobjects. Now it aborts when the loop iterates NumberOfSegs times. - Fixed: FMOD calls for setting the water reverb must check the return code for errors. - Fixed: Hexen's dual attack weapons must check distance to targets in 3D, not 2D. - Made several DECORATE errors which do not involve parsing non-fatal. - Added a static error counter to FScriptPosition class. - Changed initialization of actor class type properties: fuglyname is gone as is the postprocessing in FinishThingdef. Instead an empty placeholder class is now created when a class is first referenced and this placeholder is later filled in. - Added option to replace backslash with '^' in state frame definitions because the backslash is just causing too many problems because it's also an escape character. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@282 b0f79afe-0144-0410-b225-9a4edf0717df
2009-01-01 16:47:46 +00:00
result = sfx_head->getInput(0, &pausable_head, &SfxConnection);
if (result == FMOD_OK)
{
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - 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.) - 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. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
// The placeholder mixer is for reference to where to connect the SFX
// reverb unit once it gets created.
result = Sys->createDSPByType(FMOD_DSP_TYPE_MIXER, &SfxReverbPlaceholder);
if (result == FMOD_OK)
{
// Replace the PausableSFX->SFX connection with
// PausableSFX->ReverbPlaceholder->SFX.
result = SfxReverbPlaceholder->addInput(pausable_head, NULL);
if (result == FMOD_OK)
{
FMOD::DSPConnection *connection;
result = sfx_head->addInput(SfxReverbPlaceholder, &connection);
if (result == FMOD_OK)
{
sfx_head->disconnectFrom(pausable_head);
SfxReverbPlaceholder->setActive(true);
SfxReverbPlaceholder->setBypass(true);
// The placeholder now takes the place of the pausable_head
// for the following connections.
pausable_head = SfxReverbPlaceholder;
SfxConnection = connection;
}
}
else
{
SfxReverbPlaceholder->release();
SfxReverbPlaceholder = NULL;
}
}
Update to ZDoom r1344: - Fixed: SBARINFO used GetSpecies instead of GetClass to check weapon types. - Added a few missing NULL pointer checks to SBARINFO code. - Changed pickup sounds of local player to unpaused to resolve problems with the time freezer and make them behave better. - Fixed: When sounds are paused not all newly started sounds should actually be played. - Fixed: SBARINFO had no means to check if a weapon uses any ammo at all and as a result the inventory icon was misplaced if a no-ammo weapon was selected. - Fixed: P_CheckMissileSpawn and AFastProjectile didn't adjust their calculations for missiles with small radii. - Added a new aiming mode to A_CustomRailgun to aim directly at the target from the actual point the shot originates from. - Added a constant name for Skulltag's 128 flag for A_SpawnItemEx. For compatibility ZDoom needs to define this name, too, even though it doesn't use it. - Fixed: The nodebuilder could hang on badly set up polyobjects. Now it aborts when the loop iterates NumberOfSegs times. - Fixed: FMOD calls for setting the water reverb must check the return code for errors. - Fixed: Hexen's dual attack weapons must check distance to targets in 3D, not 2D. - Made several DECORATE errors which do not involve parsing non-fatal. - Added a static error counter to FScriptPosition class. - Changed initialization of actor class type properties: fuglyname is gone as is the postprocessing in FinishThingdef. Instead an empty placeholder class is now created when a class is first referenced and this placeholder is later filled in. - Added option to replace backslash with '^' in state frame definitions because the backslash is just causing too many problems because it's also an escape character. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@282 b0f79afe-0144-0410-b225-9a4edf0717df
2009-01-01 16:47:46 +00:00
result = WaterLP->addInput(pausable_head, NULL);
WaterLP->setActive(false);
WaterLP->setParameter(FMOD_DSP_LOWPASS_CUTOFF, snd_waterlp);
WaterLP->setParameter(FMOD_DSP_LOWPASS_RESONANCE, 2);
if (WaterReverb != NULL)
{
FMOD::DSPConnection *dry;
result = WaterReverb->addInput(pausable_head, &dry);
if (result == FMOD_OK)
{
result = dry->setMix(0.1f);
if (result == FMOD_OK)
{
result = WaterReverb->addInput(WaterLP, NULL);
if (result == FMOD_OK)
{
result = sfx_head->addInput(WaterReverb, NULL);
if (result == FMOD_OK)
{
WaterReverb->setParameter(FMOD_DSP_REVERB_ROOMSIZE, 0.001f);
WaterReverb->setParameter(FMOD_DSP_REVERB_DAMP, 0.2f);
WaterReverb->setActive(false);
}
}
}
}
}
else
{
result = sfx_head->addInput(WaterLP, NULL);
}
}
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
}
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
}
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
LastWaterLP = snd_waterlp;
Update to ZDoom r1017: - Fixed: MAPINFO's 'lookup' option should only work for actual strings but not for lump and file names. - Added a few 'activator == NULL' checks to some ACS functions. - Added line and vertex lists to polyobjects so that I can do some changes that won't work with only a seg list being maintained. (SBarInfo update #23) - Fixed: Drawing the amount of an inventory item in the player's inventory did not work - Added: PowerupTime to drawnumber and drawbar. You must specify a powerupgiver. Although drawnumber goes in seconds the powerup has left drawbar will use ticks for extra accuracy. - I have increased cross-port compatibility with Skulltag. If an unknown game mode is provided for sbarinfo's gamemode command it will ignore it and continue. - Added an option to consider intermission screens gameplay for purposes of capturing the mouse. - Changed: Telefragging should not thrust the victim if it isn't in precisely the same position as the killer. - fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned object's position. - Fixed: Ouch state was far to easy to achieve. - Made all the basic texture classes local to their implementation. They are not needed anywhere else. - Changed the HackHack hack for corrupt 256 pixel high textures that FMultiPatchTexture only calls a virtual function instead of doing any type checks of the patch itself. - Cleaned up the constant definitions in doomdata.h. - Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp because they are used only in this one file. - Removed some more typedefs from r_defs.h and doomdata.h - Moved local polyobject data definitions from p_local.h to po_man.cpp. - Renamed player_s to player_t globally to get rid of the duplicate names for this class. - Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid potential crashes in the situation that con_scaletext is 2 and somebody uses a hud message as if a hud size was specified, but forgot to actually set the hud size. - Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar into a single place. - Fixed: Setting an invalid mug shot state crashed the game. - Fixed my attempts to be clever with strings yesterday. - If an actor's current target temporarily goes unshootable, its threshold is now reset to 0, so it will more readily switch back to it. - Fixed: Deactivating the game no longer allows reverb effects to continue playing while the sound is paused. - Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of Flags. - Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung leaks and didn't allocate enough space for the fullStateName string. - Disabled DUMB's mono destination mixers. It's not like I'm ever going to target an original SoundBlaster, so they're a waste of space to have around. This trims resample.obj down to ~60k now. - Fixed: PrtScn/SysRq key did not work on Linux. - Added an alternate module replay engine that uses foo_dumb's replayer, a heavily customized version of DUMB (Dynamic Universal Music Bibliotheque). It has been slightly modified by me: * Added support for Ogg Vorbis-compressed samples in XM files ala FMOD. * Removed excessive mallocs from the replay core. * Rerolled the loops in resample.c. Unrolling them made the object file ~250k large while providing little benefit. Even at ~100k, I think it's still larger than it ought to be, but I'll live with it for now. Other than that, it's essentially the same thing you'd hear in foobar2000, minus some subsong detection features. Release builds of the library look like they might even be slightly faster than FMOD, which is a plus. - Fixed: Timidity::font_add() did not release the file reader it created. - Fixed: The SF2 loader did not free the sample headers in its destructor. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
// Find the FMOD Channel Group Target Unit. To completely eliminate sound
// while the program is deactivated, we can deactivate this DSP unit, and
// all audio processing will cease. This is not directly exposed by the
// API but can be easily located by getting the master channel group and
// tracing its single output, since it is known to hook up directly to the
// Channel Group Target Unit. (See FMOD Profiler for proof.)
FMOD::ChannelGroup *master_group;
result = Sys->getMasterChannelGroup(&master_group);
if (result == FMOD_OK)
{
FMOD::DSP *master_head;
result = master_group->getDSPHead(&master_head);
if (result == FMOD_OK)
{
result = master_head->getOutput(0, &ChannelGroupTargetUnit, NULL);
if (result != FMOD_OK)
{
ChannelGroupTargetUnit = NULL;
}
}
}
- Fixed: Using sprites as wall textures used incorrect texture offsets because sprites are being offset by one pixel to make texture filtering look better. Now two sets of coordinates are maintained for native GL textures, one for sprites, one for textures. Update to ZDoom r930: - Fixed: MugShotFrame::getTexture() allocated space for the sprite name that it never freed. I'm not sure it's a good assumption that 9 characters is always long enough, either, since you can have longer file names than that inside a zip. - Fixed: DSBarInfo::DrawGem() crashed if chain or gem was NULL. - Fixed: Sound sequences are not thinkers, therefore they must be explicitly marked as roots for the GC. - Reduced the range that area sounds require to interpolate between 2D and 3D panning. - The listener's velocity is now set at 0 for the sound engine. The player moves so fast that you can hear the doppler shift just by running around, otherwise. - Changed the sound code so that all sounds that start playing on a single tic actually start playing at the exact same sample position. - Added the writewave command to write the internal TiMidity's output to a wave file. - Changed the default channel velocity for MUS files from 64 to 100 to better match apparent MIDI practice. (Would like to know what this is supposed to be.) - Changed the mus2midi channel assignments to match the internal player's. - Fixed: apply_envelope_to_amp() should clamp the mix levels to 0. - Made the maximum number of TiMidity voices configurable through the timidity_voices cvar. - Added stats lines for the OPL and Timidity MIDI devices. - Completely changed the way TiMidity volume calculations are done. It should now be extremely close to the output a real GUS would produce with its official MIDI player (excepting where TiMidity normalizes sample volumes). The new equations more closely match what is specified by the DLS and SF2 specs (but not quite), so I presume it's also more musically correct than what TiMidity (and TiMidity++) do. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@97 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-20 10:26:25 +00:00
if (FMOD_OK != Sys->getSoftwareFormat(&OutputRate, NULL, NULL, NULL, NULL, NULL))
{
OutputRate = 48000; // Guess, but this should never happen.
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
Sys->set3DSettings(0.5f, 96.f, 1.f);
Sys->set3DRolloffCallback(RolloffCallback);
snd_sfxvolume.Callback ();
return true;
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: Shutdown
//
//==========================================================================
void FMODSoundRenderer::Shutdown()
{
if (Sys != NULL)
{
if (MusicGroup != NULL)
{
MusicGroup->release();
MusicGroup = NULL;
}
if (PausableSfx != NULL)
{
PausableSfx->release();
PausableSfx = NULL;
}
if (SfxGroup != NULL)
{
SfxGroup->release();
SfxGroup = NULL;
}
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
if (WaterLP != NULL)
{
WaterLP->release();
WaterLP = NULL;
}
if (WaterReverb != NULL)
{
WaterReverb->release();
WaterReverb = NULL;
}
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - 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.) - 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. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
if (SfxReverbPlaceholder != NULL)
{
SfxReverbPlaceholder->release();
SfxReverbPlaceholder = NULL;
}
Sys->close();
if (OutputPlugin != 0)
{
Sys->unloadPlugin(OutputPlugin);
OutputPlugin = 0;
}
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
Sys->release();
Sys = NULL;
}
}
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
//==========================================================================
//
// FMODSoundRenderer :: GetOutputRate
//
//==========================================================================
float FMODSoundRenderer::GetOutputRate()
{
- Fixed: Using sprites as wall textures used incorrect texture offsets because sprites are being offset by one pixel to make texture filtering look better. Now two sets of coordinates are maintained for native GL textures, one for sprites, one for textures. Update to ZDoom r930: - Fixed: MugShotFrame::getTexture() allocated space for the sprite name that it never freed. I'm not sure it's a good assumption that 9 characters is always long enough, either, since you can have longer file names than that inside a zip. - Fixed: DSBarInfo::DrawGem() crashed if chain or gem was NULL. - Fixed: Sound sequences are not thinkers, therefore they must be explicitly marked as roots for the GC. - Reduced the range that area sounds require to interpolate between 2D and 3D panning. - The listener's velocity is now set at 0 for the sound engine. The player moves so fast that you can hear the doppler shift just by running around, otherwise. - Changed the sound code so that all sounds that start playing on a single tic actually start playing at the exact same sample position. - Added the writewave command to write the internal TiMidity's output to a wave file. - Changed the default channel velocity for MUS files from 64 to 100 to better match apparent MIDI practice. (Would like to know what this is supposed to be.) - Changed the mus2midi channel assignments to match the internal player's. - Fixed: apply_envelope_to_amp() should clamp the mix levels to 0. - Made the maximum number of TiMidity voices configurable through the timidity_voices cvar. - Added stats lines for the OPL and Timidity MIDI devices. - Completely changed the way TiMidity volume calculations are done. It should now be extremely close to the output a real GUS would produce with its official MIDI player (excepting where TiMidity normalizes sample volumes). The new equations more closely match what is specified by the DLS and SF2 specs (but not quite), so I presume it's also more musically correct than what TiMidity (and TiMidity++) do. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@97 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-20 10:26:25 +00:00
return (float)OutputRate;
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: PrintStatus
//
//==========================================================================
void FMODSoundRenderer::PrintStatus()
{
FMOD_OUTPUTTYPE output;
FMOD_SPEAKERMODE speakermode;
FMOD_SOUND_FORMAT format;
FMOD_DSP_RESAMPLER resampler;
int driver;
int samplerate;
int numoutputchannels;
int num2d, num3d, total;
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
unsigned int bufferlength;
int numbuffers;
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
Printf ("Loaded FMOD version: "TEXTCOLOR_GREEN"%x.%02x.%02x\n", ActiveFMODVersion >> 16,
(ActiveFMODVersion >> 8) & 255, ActiveFMODVersion & 255);
if (FMOD_OK == Sys->getOutput(&output))
{
Printf ("Output type: "TEXTCOLOR_GREEN"%s\n", Enum_NameForNum(OutputNames, output));
}
if (FMOD_OK == Sys->getSpeakerMode(&speakermode))
{
Printf ("Speaker mode: "TEXTCOLOR_GREEN"%s\n", Enum_NameForNum(SpeakerModeNames, speakermode));
}
if (FMOD_OK == Sys->getDriver(&driver))
{
char name[256];
if (FMOD_OK != Sys->getDriverInfo(driver, name, sizeof(name), NULL))
{
strcpy(name, "Unknown");
}
Printf ("Driver: "TEXTCOLOR_GREEN"%d"TEXTCOLOR_NORMAL" ("TEXTCOLOR_ORANGE"%s"TEXTCOLOR_NORMAL")\n", driver, name);
DumpDriverCaps(Driver_Caps, Driver_MinFrequency, Driver_MaxFrequency);
}
if (FMOD_OK == Sys->getHardwareChannels(&num2d, &num3d, &total))
{
Printf (TEXTCOLOR_YELLOW "Hardware 2D channels: "TEXTCOLOR_GREEN"%d\n", num2d);
Printf (TEXTCOLOR_YELLOW "Hardware 3D channels: "TEXTCOLOR_GREEN"%d\n", num3d);
Printf (TEXTCOLOR_YELLOW "Total hardware channels: "TEXTCOLOR_GREEN"%d\n", total);
}
if (FMOD_OK == Sys->getSoftwareFormat(&samplerate, &format, &numoutputchannels, NULL, &resampler, NULL))
{
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer sample rate: "TEXTCOLOR_GREEN"%d\n", samplerate);
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer format: "TEXTCOLOR_GREEN"%s\n", Enum_NameForNum(SoundFormatNames, format));
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer channels: "TEXTCOLOR_GREEN"%d\n", numoutputchannels);
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer resampler: "TEXTCOLOR_GREEN"%s\n", Enum_NameForNum(ResamplerNames, resampler));
}
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
if (FMOD_OK == Sys->getDSPBufferSize(&bufferlength, &numbuffers))
{
Printf (TEXTCOLOR_LIGHTBLUE "DSP buffers: "TEXTCOLOR_GREEN"%u samples x %d\n", bufferlength, numbuffers);
}
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: DumpDriverCaps
//
//==========================================================================
void FMODSoundRenderer::DumpDriverCaps(FMOD_CAPS caps, int minfrequency, int maxfrequency)
{
Printf (TEXTCOLOR_OLIVE " Min. frequency: "TEXTCOLOR_GREEN"%d\n", minfrequency);
Printf (TEXTCOLOR_OLIVE " Max. frequency: "TEXTCOLOR_GREEN"%d\n", maxfrequency);
Printf (" Features:\n");
if (caps == 0) Printf(TEXTCOLOR_OLIVE " None\n");
if (caps & FMOD_CAPS_HARDWARE) Printf(TEXTCOLOR_OLIVE " Hardware mixing\n");
if (caps & FMOD_CAPS_HARDWARE_EMULATED) Printf(TEXTCOLOR_OLIVE " Hardware acceleration is turned off!\n");
if (caps & FMOD_CAPS_OUTPUT_MULTICHANNEL) Printf(TEXTCOLOR_OLIVE " Multichannel\n");
if (caps & FMOD_CAPS_OUTPUT_FORMAT_PCM8) Printf(TEXTCOLOR_OLIVE " PCM-8");
if (caps & FMOD_CAPS_OUTPUT_FORMAT_PCM16) Printf(TEXTCOLOR_OLIVE " PCM-16");
if (caps & FMOD_CAPS_OUTPUT_FORMAT_PCM24) Printf(TEXTCOLOR_OLIVE " PCM-24");
if (caps & FMOD_CAPS_OUTPUT_FORMAT_PCM32) Printf(TEXTCOLOR_OLIVE " PCM-32");
if (caps & FMOD_CAPS_OUTPUT_FORMAT_PCMFLOAT) Printf(TEXTCOLOR_OLIVE " PCM-Float");
if (caps & (FMOD_CAPS_OUTPUT_FORMAT_PCM8 | FMOD_CAPS_OUTPUT_FORMAT_PCM16 | FMOD_CAPS_OUTPUT_FORMAT_PCM24 | FMOD_CAPS_OUTPUT_FORMAT_PCM32 | FMOD_CAPS_OUTPUT_FORMAT_PCMFLOAT))
{
Printf("\n");
}
if (caps & FMOD_CAPS_REVERB_EAX2) Printf(TEXTCOLOR_OLIVE " EAX2");
if (caps & FMOD_CAPS_REVERB_EAX3) Printf(TEXTCOLOR_OLIVE " EAX3");
if (caps & FMOD_CAPS_REVERB_EAX4) Printf(TEXTCOLOR_OLIVE " EAX4");
if (caps & FMOD_CAPS_REVERB_EAX5) Printf(TEXTCOLOR_OLIVE " EAX5");
if (caps & FMOD_CAPS_REVERB_I3DL2) Printf(TEXTCOLOR_OLIVE " I3DL2");
if (caps & (FMOD_CAPS_REVERB_EAX2 | FMOD_CAPS_REVERB_EAX3 | FMOD_CAPS_REVERB_EAX4 | FMOD_CAPS_REVERB_EAX5 | FMOD_CAPS_REVERB_I3DL2))
{
Printf("\n");
}
if (caps & FMOD_CAPS_REVERB_LIMITED) Printf("TEXTCOLOR_OLIVE Limited reverb\n");
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: PrintDriversList
//
//==========================================================================
void FMODSoundRenderer::PrintDriversList()
{
int numdrivers;
int i;
char name[256];
if (FMOD_OK == Sys->getNumDrivers(&numdrivers))
{
for (i = 0; i < numdrivers; ++i)
{
if (FMOD_OK == Sys->getDriverInfo(i, name, sizeof(name), NULL))
{
Printf("%d. %s\n", i, name);
}
}
}
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: GatherStats
//
//==========================================================================
FString FMODSoundRenderer::GatherStats()
{
int channels;
float dsp, stream, update, geometry, total;
FString out;
channels = 0;
total = update = geometry = stream = dsp = 0;
Sys->getChannelsPlaying(&channels);
#if FMOD_VERSION >= 0x42501
// We were built with an FMOD with the geometry parameter.
if (ActiveFMODVersion >= 0x42501)
{ // And we are running with an FMOD that includes it.
FMOD_System_GetCPUUsage((FMOD_SYSTEM *)Sys, &dsp, &stream, &geometry, &update, &total);
}
else
{ // And we are running with an FMOD that does not include it.
// Cast the function to the appropriate type and call through the cast,
// since the headers are for the newer version.
((FMOD_RESULT (F_API *)(FMOD_SYSTEM *, float *, float *, float *, float *))
FMOD_System_GetCPUUsage)((FMOD_SYSTEM *)Sys, &dsp, &stream, &update, &total);
}
#else
// Same as above, except the headers we used do not include the geometry parameter.
if (ActiveFMODVersion >= 0x42501)
{
((FMOD_RESULT (F_API *)(FMOD_SYSTEM *, float *, float *, float *, float *, float *))
FMOD_System_GetCPUUsage)((FMOD_SYSTEM *)Sys, &dsp, &stream, &geometry, &update, &total);
}
else
{
FMOD_System_GetCPUUsage((FMOD_SYSTEM *)Sys, &dsp, &stream, &update, &total);
}
#endif
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
out.Format ("%d channels,"TEXTCOLOR_YELLOW"%5.2f"TEXTCOLOR_NORMAL"%% CPU "
"(DSP:"TEXTCOLOR_YELLOW"%2.2f"TEXTCOLOR_NORMAL"%% "
"Stream:"TEXTCOLOR_YELLOW"%2.2f"TEXTCOLOR_NORMAL"%% "
"Geometry:"TEXTCOLOR_YELLOW"%2.2f"TEXTCOLOR_NORMAL"%% "
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
"Update:"TEXTCOLOR_YELLOW"%2.2f"TEXTCOLOR_NORMAL"%%)",
channels, total, dsp, stream, geometry, update);
return out;
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: SetSfxVolume
//
//==========================================================================
void FMODSoundRenderer::SetSfxVolume(float volume)
{
SfxGroup->setVolume(volume);
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: SetMusicVolume
//
//==========================================================================
void FMODSoundRenderer::SetMusicVolume(float volume)
{
MusicGroup->setVolume(volume);
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: CreateStream
//
// Creates a streaming sound that receives PCM data through a callback.
//
//==========================================================================
SoundStream *FMODSoundRenderer::CreateStream (SoundStreamCallback callback, int buffbytes, int flags, int samplerate, void *userdata)
{
FMODStreamCapsule *capsule;
FMOD::Sound *sound;
FMOD_RESULT result;
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
FMOD_CREATESOUNDEXINFO exinfo;
FMOD_MODE mode;
int sample_shift;
int channel_shift;
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
InitCreateSoundExInfo(&exinfo);
capsule = new FMODStreamCapsule (userdata, callback, this);
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
mode = FMOD_2D | FMOD_OPENUSER | FMOD_LOOP_NORMAL | FMOD_SOFTWARE | FMOD_CREATESTREAM | FMOD_OPENONLY;
sample_shift = (flags & (SoundStream::Bits32 | SoundStream::Float)) ? 2 : (flags & SoundStream::Bits8) ? 0 : 1;
channel_shift = (flags & SoundStream::Mono) ? 0 : 1;
// Chunk size of stream update in samples. This will be the amount of data
// passed to the user callback.
exinfo.decodebuffersize = buffbytes >> (sample_shift + channel_shift);
// Number of channels in the sound.
exinfo.numchannels = 1 << channel_shift;
// Length of PCM data in bytes of whole song (for Sound::getLength).
Update to ZDoom r1017: - Fixed: MAPINFO's 'lookup' option should only work for actual strings but not for lump and file names. - Added a few 'activator == NULL' checks to some ACS functions. - Added line and vertex lists to polyobjects so that I can do some changes that won't work with only a seg list being maintained. (SBarInfo update #23) - Fixed: Drawing the amount of an inventory item in the player's inventory did not work - Added: PowerupTime to drawnumber and drawbar. You must specify a powerupgiver. Although drawnumber goes in seconds the powerup has left drawbar will use ticks for extra accuracy. - I have increased cross-port compatibility with Skulltag. If an unknown game mode is provided for sbarinfo's gamemode command it will ignore it and continue. - Added an option to consider intermission screens gameplay for purposes of capturing the mouse. - Changed: Telefragging should not thrust the victim if it isn't in precisely the same position as the killer. - fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned object's position. - Fixed: Ouch state was far to easy to achieve. - Made all the basic texture classes local to their implementation. They are not needed anywhere else. - Changed the HackHack hack for corrupt 256 pixel high textures that FMultiPatchTexture only calls a virtual function instead of doing any type checks of the patch itself. - Cleaned up the constant definitions in doomdata.h. - Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp because they are used only in this one file. - Removed some more typedefs from r_defs.h and doomdata.h - Moved local polyobject data definitions from p_local.h to po_man.cpp. - Renamed player_s to player_t globally to get rid of the duplicate names for this class. - Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid potential crashes in the situation that con_scaletext is 2 and somebody uses a hud message as if a hud size was specified, but forgot to actually set the hud size. - Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar into a single place. - Fixed: Setting an invalid mug shot state crashed the game. - Fixed my attempts to be clever with strings yesterday. - If an actor's current target temporarily goes unshootable, its threshold is now reset to 0, so it will more readily switch back to it. - Fixed: Deactivating the game no longer allows reverb effects to continue playing while the sound is paused. - Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of Flags. - Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung leaks and didn't allocate enough space for the fullStateName string. - Disabled DUMB's mono destination mixers. It's not like I'm ever going to target an original SoundBlaster, so they're a waste of space to have around. This trims resample.obj down to ~60k now. - Fixed: PrtScn/SysRq key did not work on Linux. - Added an alternate module replay engine that uses foo_dumb's replayer, a heavily customized version of DUMB (Dynamic Universal Music Bibliotheque). It has been slightly modified by me: * Added support for Ogg Vorbis-compressed samples in XM files ala FMOD. * Removed excessive mallocs from the replay core. * Rerolled the loops in resample.c. Unrolling them made the object file ~250k large while providing little benefit. Even at ~100k, I think it's still larger than it ought to be, but I'll live with it for now. Other than that, it's essentially the same thing you'd hear in foobar2000, minus some subsong detection features. Release builds of the library look like they might even be slightly faster than FMOD, which is a plus. - Fixed: Timidity::font_add() did not release the file reader it created. - Fixed: The SF2 loader did not free the sample headers in its destructor. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
// This pretends it's extremely long.
exinfo.length = ~0u;
// Default playback rate of sound. */
exinfo.defaultfrequency = samplerate;
// Data format of sound.
if (flags & SoundStream::Float)
{
exinfo.format = FMOD_SOUND_FORMAT_PCMFLOAT;
}
else if (flags & SoundStream::Bits32)
{
exinfo.format = FMOD_SOUND_FORMAT_PCM32;
}
else if (flags & SoundStream::Bits8)
{
exinfo.format = FMOD_SOUND_FORMAT_PCM8;
}
else
{
exinfo.format = FMOD_SOUND_FORMAT_PCM16;
}
// User callback for reading.
exinfo.pcmreadcallback = FMODStreamCapsule::PCMReadCallback;
// User callback for seeking.
exinfo.pcmsetposcallback = FMODStreamCapsule::PCMSetPosCallback;
// User data to be attached to the sound during creation. Access via Sound::getUserData.
exinfo.userdata = capsule;
result = Sys->createSound(NULL, mode, &exinfo, &sound);
if (result != FMOD_OK)
{
delete capsule;
return NULL;
}
capsule->SetStream(sound);
return capsule;
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: OpenStream
//
// Creates a streaming sound from a file on disk.
//
//==========================================================================
SoundStream *FMODSoundRenderer::OpenStream(const char *filename_or_data, int flags, int offset, int length)
{
FMOD_MODE mode;
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
FMOD_CREATESOUNDEXINFO exinfo;
FMOD::Sound *stream;
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
FMOD_RESULT result;
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
bool url;
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
InitCreateSoundExInfo(&exinfo);
mode = FMOD_SOFTWARE | FMOD_2D | FMOD_CREATESTREAM;
if (flags & SoundStream::Loop)
{
mode |= FMOD_LOOP_NORMAL;
}
if (offset == -1)
{
mode |= FMOD_OPENMEMORY;
offset = 0;
}
exinfo.length = length;
exinfo.fileoffset = offset;
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
if ((*snd_midipatchset)[0] != '\0')
{
exinfo.dlsname = snd_midipatchset;
}
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
url = (offset == 0 && length == 0 && strstr(filename_or_data, "://") > filename_or_data);
if (url)
{
// Use a larger buffer for URLs so that it's less likely to be effected
// by hiccups in the data rate from the remote server.
Sys->setStreamBufferSize(64*1024, FMOD_TIMEUNIT_RAWBYTES);
}
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
result = Sys->createSound(filename_or_data, mode, &exinfo, &stream);
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
if (url)
{
// Restore standard buffer size.
Sys->setStreamBufferSize(16*1024, FMOD_TIMEUNIT_RAWBYTES);
}
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
if (result == FMOD_ERR_FORMAT && exinfo.dlsname != NULL)
{
// FMOD_ERR_FORMAT could refer to either the main sound file or
// to the DLS instrument set. Try again without special DLS
// instruments to see if that lets it succeed.
exinfo.dlsname = NULL;
result = Sys->createSound(filename_or_data, mode, &exinfo, &stream);
if (result == FMOD_OK)
{
Printf("%s is an unsupported format.\n", *snd_midipatchset);
}
}
if (result == FMOD_OK)
{
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
return new FMODStreamCapsule(stream, this, url ? filename_or_data : NULL);
}
return NULL;
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
// FMODSoundRenderer :: StartSound
//
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
FISoundChannel *FMODSoundRenderer::StartSound(SoundHandle sfx, float vol, int pitch, int flags, FISoundChannel *reuse_chan)
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
{
FMOD_RESULT result;
FMOD_MODE mode;
FMOD::Channel *chan;
float freq;
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
if (FMOD_OK == ((FMOD::Sound *)sfx.data)->getDefaults(&freq, NULL, NULL, NULL))
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
{
freq = PITCH(freq, pitch);
}
else
{
freq = 0;
}
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
GRolloff = NULL; // Do 2D sounds need rolloff?
result = Sys->playSound(FMOD_CHANNEL_FREE, (FMOD::Sound *)sfx.data, true, &chan);
if (FMOD_OK == result)
{
result = chan->getMode(&mode);
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
if (result != FMOD_OK)
{
assert(0);
mode = FMOD_SOFTWARE;
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
mode = (mode & ~FMOD_3D) | FMOD_2D;
if (flags & SNDF_LOOP)
{
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
mode = (mode & ~FMOD_LOOP_OFF) | FMOD_LOOP_NORMAL;
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
chan->setMode(mode);
chan->setChannelGroup((flags & SNDF_NOPAUSE) ? SfxGroup : PausableSfx);
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
if (freq != 0)
{
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
chan->setFrequency(freq);
}
chan->setVolume(vol);
if (!HandleChannelDelay(chan, reuse_chan, flags & (SNDF_ABSTIME | SNDF_LOOP), freq))
{
chan->stop();
return NULL;
}
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - 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.) - 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. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
if (flags & SNDF_NOREVERB)
{
FMOD_REVERB_CHANNELPROPERTIES reverb = { 0, };
if (FMOD_OK == chan->getReverbProperties(&reverb))
{
reverb.Room = -10000;
chan->setReverbProperties(&reverb);
}
}
chan->setPaused(false);
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
return CommonChannelSetup(chan, reuse_chan);
}
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
//DPrintf ("Sound %s failed to play: %d\n", sfx->name.GetChars(), result);
return NULL;
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: StartSound3D
//
//==========================================================================
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the sector's actual floor instead from the 3D-floor. - Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in MAPINFO. Update to ZDoom r994: - Fixed: The compatibility searches for teleport destinations did not work properly when the teleporter had both a tid and a tag. Now, if a teleporter has a tag these are skipped because they are only present for Hexen compatibility. - Fixed: The first texture in a TEXTURE1 lump, although invalid when used elsewhere, must be usable as sky (see Requiem.wad's SKY3.) - Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for automatic fake contrast. - Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead of manipulating the sides' light values individually. This allows changing the fake contrast at run time and also allows adding individual relative lighting on top of it which is a planned UDMF feature. - Fixed: ActorStencilColor() did not set the palette part of the actor's fill color, so it would always produce black for STYLE_Shaded. - Added volume reduction for stereo sounds played in 3D to obtain levels closer to FMOD 3, which downmixed all stereo sounds to mono before playing them in 3D. Also added experimental 3D spread for stereo sounds so that you can actually hear them in stereo. - Reworked a few options that previously depended on LEVEL_HEXENFORMAT (actors being forced to the ground by instantly moving sectors, strife railing handling and shooting lines with a non-zero but unassigned tag.) With UDMF such semantics have to be handled diffently. - finalized UDMF 1.0 implementation. - Added Martin Howe's latest morph update. - Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow if the view is near the bounds of the fixed point coordinate system. This happens because it rotates the view position around (0,0) according to the current viewangle, so the resultant coordinate may be outside the bounds of fixed point. All important math in this function is now done entirely in floating point. - Fixed: Slopes didn't draw right on 64-bit platforms. - Fixed: With hardware 2D, the console and menu need not reimplement palette flashes to ensure their visibility. - Fixed: DFlashFader::Destroy() did not call its super method. - Fixed: If a player was morphed into a class with a taller view height, their perceived view height would not change until they walked up a step. - Since KDIZD is the only mapset I know of that used reverb, and it didn't define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump to REVERBS to remove any possible misunderstanding that this is something that requires EAX hardware support. (Ideally, it would have been REVERBDEF, but that's 10 characters long.) The eaxedit console command has also been renamed to reverbedit for the same reason. - Fixed: The Palette part of FRemapTable was not initialized with alpha values other than 0. I'm not sure if it would be better to fix this in the game palette that it copies from or not, but right now, they get set unconditionally to 255. - Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case the texture is high-res. - Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |=" so that using the same flag multiple times will not have unexpected results. (sbarinfo update #21) - Added: sigil image type to correctly draw the sigil's icon. - Added: Strife inventory bar style. This is the only style that is radically different from the others. First of all it changes the SELECTBO to be INVCURS and draws it before the icons. Each box is changed to have a width of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at (x-6, y-2). - Added: whennnotzero flag to drawnumber which will cause it to draw nothing if the value is 0. - Fixed: New mugshot code would not leave the god state when it was supposed to enter the rampage state. - Fixed: The ouch state was mostly broken. (SBarInfo Update #20) - Added: hasweaponpiece command to check for custom weapon pieces. - Added: usessecondaryammo command to check if the current weapon has a second ammo type. - Most of SBarInfo's mugshot scripting can be used with the default Doom status bar. - Fixed: By default drawmugshot would never come out of normal god mode state. In addition the state change to and from god mode was not quite as responsive as the original code. - Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture it should always return 0, not the actual texture's index. - Fixed coordinate checks for objects on 3DMidtex lines. - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
CVAR(Float, snd_3dspread, 180, 0)
FISoundChannel *FMODSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener *listener, float vol,
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
FRolloffInfo *rolloff, float distscale,
int pitch, int priority, const FVector3 &pos, const FVector3 &vel,
int channum, int flags, FISoundChannel *reuse_chan)
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
{
FMOD_RESULT result;
FMOD_MODE mode;
FMOD::Channel *chan;
float freq;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
float def_freq, def_vol, def_pan;
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the sector's actual floor instead from the 3D-floor. - Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in MAPINFO. Update to ZDoom r994: - Fixed: The compatibility searches for teleport destinations did not work properly when the teleporter had both a tid and a tag. Now, if a teleporter has a tag these are skipped because they are only present for Hexen compatibility. - Fixed: The first texture in a TEXTURE1 lump, although invalid when used elsewhere, must be usable as sky (see Requiem.wad's SKY3.) - Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for automatic fake contrast. - Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead of manipulating the sides' light values individually. This allows changing the fake contrast at run time and also allows adding individual relative lighting on top of it which is a planned UDMF feature. - Fixed: ActorStencilColor() did not set the palette part of the actor's fill color, so it would always produce black for STYLE_Shaded. - Added volume reduction for stereo sounds played in 3D to obtain levels closer to FMOD 3, which downmixed all stereo sounds to mono before playing them in 3D. Also added experimental 3D spread for stereo sounds so that you can actually hear them in stereo. - Reworked a few options that previously depended on LEVEL_HEXENFORMAT (actors being forced to the ground by instantly moving sectors, strife railing handling and shooting lines with a non-zero but unassigned tag.) With UDMF such semantics have to be handled diffently. - finalized UDMF 1.0 implementation. - Added Martin Howe's latest morph update. - Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow if the view is near the bounds of the fixed point coordinate system. This happens because it rotates the view position around (0,0) according to the current viewangle, so the resultant coordinate may be outside the bounds of fixed point. All important math in this function is now done entirely in floating point. - Fixed: Slopes didn't draw right on 64-bit platforms. - Fixed: With hardware 2D, the console and menu need not reimplement palette flashes to ensure their visibility. - Fixed: DFlashFader::Destroy() did not call its super method. - Fixed: If a player was morphed into a class with a taller view height, their perceived view height would not change until they walked up a step. - Since KDIZD is the only mapset I know of that used reverb, and it didn't define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump to REVERBS to remove any possible misunderstanding that this is something that requires EAX hardware support. (Ideally, it would have been REVERBDEF, but that's 10 characters long.) The eaxedit console command has also been renamed to reverbedit for the same reason. - Fixed: The Palette part of FRemapTable was not initialized with alpha values other than 0. I'm not sure if it would be better to fix this in the game palette that it copies from or not, but right now, they get set unconditionally to 255. - Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case the texture is high-res. - Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |=" so that using the same flag multiple times will not have unexpected results. (sbarinfo update #21) - Added: sigil image type to correctly draw the sigil's icon. - Added: Strife inventory bar style. This is the only style that is radically different from the others. First of all it changes the SELECTBO to be INVCURS and draws it before the icons. Each box is changed to have a width of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at (x-6, y-2). - Added: whennnotzero flag to drawnumber which will cause it to draw nothing if the value is 0. - Fixed: New mugshot code would not leave the god state when it was supposed to enter the rampage state. - Fixed: The ouch state was mostly broken. (SBarInfo Update #20) - Added: hasweaponpiece command to check for custom weapon pieces. - Added: usessecondaryammo command to check if the current weapon has a second ammo type. - Most of SBarInfo's mugshot scripting can be used with the default Doom status bar. - Fixed: By default drawmugshot would never come out of normal god mode state. In addition the state change to and from god mode was not quite as responsive as the original code. - Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture it should always return 0, not the actual texture's index. - Fixed coordinate checks for objects on 3DMidtex lines. - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
int numchans;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
int def_priority;
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
if (FMOD_OK == ((FMOD::Sound *)sfx.data)->getDefaults(&def_freq, &def_vol, &def_pan, &def_priority))
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
{
freq = PITCH(def_freq, pitch);
// Change the sound's default priority before playing it.
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
((FMOD::Sound *)sfx.data)->setDefaults(def_freq, def_vol, def_pan, clamp(def_priority - priority, 1, 256));
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
}
else
{
freq = 0;
def_priority = -1;
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
// Play it.
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
GRolloff = rolloff;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
GDistScale = distscale;
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
// Experiments indicate that playSound will ignore priorities and always succeed
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
// as long as the parameters are set properly. It will first try to kick out sounds
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
// with the same priority level but has no problem with kicking out sounds at
// higher priority levels if it needs to.
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
result = Sys->playSound(FMOD_CHANNEL_FREE, (FMOD::Sound *)sfx.data, true, &chan);
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
// Then set the priority back.
if (def_priority >= 0)
{
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
((FMOD::Sound *)sfx.data)->setDefaults(def_freq, def_vol, def_pan, def_priority);
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
}
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the sector's actual floor instead from the 3D-floor. - Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in MAPINFO. Update to ZDoom r994: - Fixed: The compatibility searches for teleport destinations did not work properly when the teleporter had both a tid and a tag. Now, if a teleporter has a tag these are skipped because they are only present for Hexen compatibility. - Fixed: The first texture in a TEXTURE1 lump, although invalid when used elsewhere, must be usable as sky (see Requiem.wad's SKY3.) - Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for automatic fake contrast. - Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead of manipulating the sides' light values individually. This allows changing the fake contrast at run time and also allows adding individual relative lighting on top of it which is a planned UDMF feature. - Fixed: ActorStencilColor() did not set the palette part of the actor's fill color, so it would always produce black for STYLE_Shaded. - Added volume reduction for stereo sounds played in 3D to obtain levels closer to FMOD 3, which downmixed all stereo sounds to mono before playing them in 3D. Also added experimental 3D spread for stereo sounds so that you can actually hear them in stereo. - Reworked a few options that previously depended on LEVEL_HEXENFORMAT (actors being forced to the ground by instantly moving sectors, strife railing handling and shooting lines with a non-zero but unassigned tag.) With UDMF such semantics have to be handled diffently. - finalized UDMF 1.0 implementation. - Added Martin Howe's latest morph update. - Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow if the view is near the bounds of the fixed point coordinate system. This happens because it rotates the view position around (0,0) according to the current viewangle, so the resultant coordinate may be outside the bounds of fixed point. All important math in this function is now done entirely in floating point. - Fixed: Slopes didn't draw right on 64-bit platforms. - Fixed: With hardware 2D, the console and menu need not reimplement palette flashes to ensure their visibility. - Fixed: DFlashFader::Destroy() did not call its super method. - Fixed: If a player was morphed into a class with a taller view height, their perceived view height would not change until they walked up a step. - Since KDIZD is the only mapset I know of that used reverb, and it didn't define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump to REVERBS to remove any possible misunderstanding that this is something that requires EAX hardware support. (Ideally, it would have been REVERBDEF, but that's 10 characters long.) The eaxedit console command has also been renamed to reverbedit for the same reason. - Fixed: The Palette part of FRemapTable was not initialized with alpha values other than 0. I'm not sure if it would be better to fix this in the game palette that it copies from or not, but right now, they get set unconditionally to 255. - Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case the texture is high-res. - Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |=" so that using the same flag multiple times will not have unexpected results. (sbarinfo update #21) - Added: sigil image type to correctly draw the sigil's icon. - Added: Strife inventory bar style. This is the only style that is radically different from the others. First of all it changes the SELECTBO to be INVCURS and draws it before the icons. Each box is changed to have a width of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at (x-6, y-2). - Added: whennnotzero flag to drawnumber which will cause it to draw nothing if the value is 0. - Fixed: New mugshot code would not leave the god state when it was supposed to enter the rampage state. - Fixed: The ouch state was mostly broken. (SBarInfo Update #20) - Added: hasweaponpiece command to check for custom weapon pieces. - Added: usessecondaryammo command to check if the current weapon has a second ammo type. - Most of SBarInfo's mugshot scripting can be used with the default Doom status bar. - Fixed: By default drawmugshot would never come out of normal god mode state. In addition the state change to and from god mode was not quite as responsive as the original code. - Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture it should always return 0, not the actual texture's index. - Fixed coordinate checks for objects on 3DMidtex lines. - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
// Reduce volume of stereo sounds, because each channel will be summed together
// and is likely to be very similar, resulting in an amplitude twice what it
// would have been had it been mixed to mono.
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
if (FMOD_OK == ((FMOD::Sound *)sfx.data)->getFormat(NULL, NULL, &numchans, NULL))
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the sector's actual floor instead from the 3D-floor. - Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in MAPINFO. Update to ZDoom r994: - Fixed: The compatibility searches for teleport destinations did not work properly when the teleporter had both a tid and a tag. Now, if a teleporter has a tag these are skipped because they are only present for Hexen compatibility. - Fixed: The first texture in a TEXTURE1 lump, although invalid when used elsewhere, must be usable as sky (see Requiem.wad's SKY3.) - Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for automatic fake contrast. - Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead of manipulating the sides' light values individually. This allows changing the fake contrast at run time and also allows adding individual relative lighting on top of it which is a planned UDMF feature. - Fixed: ActorStencilColor() did not set the palette part of the actor's fill color, so it would always produce black for STYLE_Shaded. - Added volume reduction for stereo sounds played in 3D to obtain levels closer to FMOD 3, which downmixed all stereo sounds to mono before playing them in 3D. Also added experimental 3D spread for stereo sounds so that you can actually hear them in stereo. - Reworked a few options that previously depended on LEVEL_HEXENFORMAT (actors being forced to the ground by instantly moving sectors, strife railing handling and shooting lines with a non-zero but unassigned tag.) With UDMF such semantics have to be handled diffently. - finalized UDMF 1.0 implementation. - Added Martin Howe's latest morph update. - Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow if the view is near the bounds of the fixed point coordinate system. This happens because it rotates the view position around (0,0) according to the current viewangle, so the resultant coordinate may be outside the bounds of fixed point. All important math in this function is now done entirely in floating point. - Fixed: Slopes didn't draw right on 64-bit platforms. - Fixed: With hardware 2D, the console and menu need not reimplement palette flashes to ensure their visibility. - Fixed: DFlashFader::Destroy() did not call its super method. - Fixed: If a player was morphed into a class with a taller view height, their perceived view height would not change until they walked up a step. - Since KDIZD is the only mapset I know of that used reverb, and it didn't define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump to REVERBS to remove any possible misunderstanding that this is something that requires EAX hardware support. (Ideally, it would have been REVERBDEF, but that's 10 characters long.) The eaxedit console command has also been renamed to reverbedit for the same reason. - Fixed: The Palette part of FRemapTable was not initialized with alpha values other than 0. I'm not sure if it would be better to fix this in the game palette that it copies from or not, but right now, they get set unconditionally to 255. - Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case the texture is high-res. - Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |=" so that using the same flag multiple times will not have unexpected results. (sbarinfo update #21) - Added: sigil image type to correctly draw the sigil's icon. - Added: Strife inventory bar style. This is the only style that is radically different from the others. First of all it changes the SELECTBO to be INVCURS and draws it before the icons. Each box is changed to have a width of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at (x-6, y-2). - Added: whennnotzero flag to drawnumber which will cause it to draw nothing if the value is 0. - Fixed: New mugshot code would not leave the god state when it was supposed to enter the rampage state. - Fixed: The ouch state was mostly broken. (SBarInfo Update #20) - Added: hasweaponpiece command to check for custom weapon pieces. - Added: usessecondaryammo command to check if the current weapon has a second ammo type. - Most of SBarInfo's mugshot scripting can be used with the default Doom status bar. - Fixed: By default drawmugshot would never come out of normal god mode state. In addition the state change to and from god mode was not quite as responsive as the original code. - Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture it should always return 0, not the actual texture's index. - Fixed coordinate checks for objects on 3DMidtex lines. - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
{
if (numchans > 1)
{
vol *= 0.5f;
}
}
if (FMOD_OK == result)
{
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
result = chan->getMode(&mode);
if (result != FMOD_OK)
{
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
mode = FMOD_3D | FMOD_SOFTWARE;
}
if (flags & SNDF_LOOP)
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
{
mode = (mode & ~FMOD_LOOP_OFF) | FMOD_LOOP_NORMAL;
}
mode = SetChanHeadSettings(listener, chan, pos, !!(flags & SNDF_AREA), mode);
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
chan->setMode(mode);
chan->setChannelGroup((flags & SNDF_NOPAUSE) ? SfxGroup : PausableSfx);
Update to ZDoom r1069: - Added a check to G_DoSaveGame() to prevent saving when you're not actually in a level. - Fixed: Serialized player data must always be loaded, even if it's simply to be discarded, so that anything serialized after the players will load from the correct position in the file when revisiting a hub map. - Changed: AInventory::Tick now only calls the super method if the item is not owned. Having owned inventory items interact with the world is not supposed to happen. - Fixed: case PCD_SECTORDAMAGE in p_acs.cpp was missing a terminating 'break'. - Fixed: When a weapon is destroyed, its sister weapon must also be destroyed. - Added a check for PUFFGETSOWNER to A_BFGSpray. - Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation to players only. - Fixed: P_SpawnMapThing still checked FMapThing::flags for the class bits instead of FMapThing::ClassFilter. - Fixed: A_CustomMissile must not let P_SpawnMissile call P_CheckMissileSpawn. It must do this itself after setting the proper owner. - Fixed: CCMD(give) increased the total item count. - Fixed: A_Stop didn't set the player specific variables to 0. - Fixed: Screenwipes now pause sounds, since there can be sounds playing during them. - UI sounds are now omitted from savegames. - Fixed: Menu sounds had been restricted to one at a time again. - Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that it will occur after the players are loaded. - Added fixes from FreeBSD for 0-length and very large string buffers passed to myvsnprintf. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@131 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-06 17:32:31 +00:00
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
if (freq != 0)
{
chan->setFrequency(freq);
}
chan->setVolume(vol);
Update to ZDoom r1033: - Fixed: The UDMF parser stored plane rotation angles as fixed_t, not angle_t. - Grouped the sector plane texture transformation values into a separate structure and replaced all access to them with wrapper functions. - Add environment 255, 255 as a way to get the software underwater effect in any zone you want. - Using a too-recent version of FMOD now gives an error, since there may be breaking changes to the API from one version to the next (excluding revisions in stable branches, which only represent bug fixes). - Updated fmod_wrap.h for FMOD 4.16 and corrected a bug that had gone unnoticed before: The delayhi and delaylo parameters for Channel::setDelay() and getDelay() were swapped. - Fixed: P_ChangeSector could incorrectly block movement when checking for mid textures linked to a moving floor. - Fixed AActor's bouncefactor definitions which I accidentally changed when adding wallbouncefactor. - Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead of subtracting it. - Fixed: SBARINFO's popup code used 1-based indices to address a C++ array. - Fixed: ACS's ChangeSky command didn't clean up the stack. - Fixed: Wall scrolling interpolations incremented their reference count twice. - Fixed: Before a level's thinkers are loaded all previous interpolations must be cleared. - Fixed: deleted interpolations didn't NULL the pointer in the interpolated object. Also added all interpolation pointers to DSectorMarker to ensure that they are properyl processed by the garbage collector. - Added scaling to double size for idmypos display. - Changed: Players don't telefrag when they are spawned now but after all actors have been spawned to avoid accidental voodoo doll telefragging. - Fixed: ACS scripts for non-existent maps were started on the current one. - Added a 'wallbouncefactor' property to AActor. - Reverted forceunderwater change from r1026 and fixed the problem for real: SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec. So the initial check of the current sector in AActor::UpdateWaterLevel must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK. - Dehacked fix discovered by entryway: Dehacked only changes the blue armor's armortype. It does not touch the armor given by the megasphere. - Changed forcewater handling so that only control sectors created by one- sided lines become swimmable, since there's a good chance that a two-sided line is creating the control sector out of a normal, accessible portion of the map. (See e.g. linedef 29242 of zdoomcmp1.) - Added self-modifying code notifications for Valgrind. Build with make VALGRIND=1 to turn them on. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@121 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-14 15:37:17 +00:00
if (mode & FMOD_3D)
{
Update to ZDoom r1062: - Rewrote myvsnprintf to use the StringFormat routines directly so that no additional memory needs to be allocated from the heap. - Polyobject sounds now play from their lines, similar to the way sector sounds are handled. - Why do polyobjects have a 3D start spot? Flattened it to 2D. - Moved the sector sound origin calculation out of fmodsound.cpp and into s_sound.cpp so that the near sound limiting will use the correct sound location for deciding on neighbors. - Removed the S_Sound() variant that allows for pointing the origin at an arbitrary point. It has been replaced with a variant that takes a polyobject as a source, since that was the only use that couldn't be rewritten with the other variants. This also fixes the bug that polyobject sounds were not successfully saved and caused a crash when reloading the game. Note that this is a significant change to how equality of sound sources is determined, so some things may not behave quite the same as before. (Which would be a bug, but hopefully everything still sounds the same.) - Adjusted the noise debug table so that fractional volume levels do not run into the adjacent columns. - Added a NullSoundRenderer so that most of the checks against a NULL GSnd can be removed. - Fixed: Looping sounds must always successfully allocate a channel, even if it's only a pre-evicted channel. - Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should reset this counter but that can't be done due to unwanted side effects with existing weapons. - Changed the 'scale' variable in CVAR(turbo) to double because the calculations depended on the current floating point precision setting and only worked properly when set to 'precise' in VC++. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@130 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-04 16:54:29 +00:00
chan->set3DAttributes((FMOD_VECTOR *)&pos[0], (FMOD_VECTOR *)&vel[0]);
Update to ZDoom r1033: - Fixed: The UDMF parser stored plane rotation angles as fixed_t, not angle_t. - Grouped the sector plane texture transformation values into a separate structure and replaced all access to them with wrapper functions. - Add environment 255, 255 as a way to get the software underwater effect in any zone you want. - Using a too-recent version of FMOD now gives an error, since there may be breaking changes to the API from one version to the next (excluding revisions in stable branches, which only represent bug fixes). - Updated fmod_wrap.h for FMOD 4.16 and corrected a bug that had gone unnoticed before: The delayhi and delaylo parameters for Channel::setDelay() and getDelay() were swapped. - Fixed: P_ChangeSector could incorrectly block movement when checking for mid textures linked to a moving floor. - Fixed AActor's bouncefactor definitions which I accidentally changed when adding wallbouncefactor. - Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead of subtracting it. - Fixed: SBARINFO's popup code used 1-based indices to address a C++ array. - Fixed: ACS's ChangeSky command didn't clean up the stack. - Fixed: Wall scrolling interpolations incremented their reference count twice. - Fixed: Before a level's thinkers are loaded all previous interpolations must be cleared. - Fixed: deleted interpolations didn't NULL the pointer in the interpolated object. Also added all interpolation pointers to DSectorMarker to ensure that they are properyl processed by the garbage collector. - Added scaling to double size for idmypos display. - Changed: Players don't telefrag when they are spawned now but after all actors have been spawned to avoid accidental voodoo doll telefragging. - Fixed: ACS scripts for non-existent maps were started on the current one. - Added a 'wallbouncefactor' property to AActor. - Reverted forceunderwater change from r1026 and fixed the problem for real: SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec. So the initial check of the current sector in AActor::UpdateWaterLevel must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK. - Dehacked fix discovered by entryway: Dehacked only changes the blue armor's armortype. It does not touch the armor given by the megasphere. - Changed forcewater handling so that only control sectors created by one- sided lines become swimmable, since there's a good chance that a two-sided line is creating the control sector out of a normal, accessible portion of the map. (See e.g. linedef 29242 of zdoomcmp1.) - Added self-modifying code notifications for Valgrind. Build with make VALGRIND=1 to turn them on. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@121 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-14 15:37:17 +00:00
chan->set3DSpread(snd_3dspread);
}
if (!HandleChannelDelay(chan, reuse_chan, flags & (SNDF_ABSTIME | SNDF_LOOP), freq))
{
// FMOD seems to get confused if you stop a channel right after
// starting it, so hopefully this function will never fail.
// (Presumably you need an update between them, but I haven't
// tested this hypothesis.)
chan->stop();
return NULL;
}
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - 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.) - 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. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
if (flags & SNDF_NOREVERB)
{
FMOD_REVERB_CHANNELPROPERTIES reverb = { 0, };
if (FMOD_OK == chan->getReverbProperties(&reverb))
{
reverb.Room = -10000;
chan->setReverbProperties(&reverb);
}
}
chan->setPaused(false);
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
chan->getPriority(&def_priority);
FISoundChannel *schan = CommonChannelSetup(chan, reuse_chan);
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
schan->Rolloff = *rolloff;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
return schan;
}
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
GRolloff = NULL;
//DPrintf ("Sound %s failed to play: %d\n", sfx->name.GetChars(), result);
return 0;
}
//==========================================================================
//
// FMODSoundRenderer :: MarkStartTime
//
// Marks a channel's start time without actually playing it.
//
//==========================================================================
void FMODSoundRenderer::MarkStartTime(FISoundChannel *chan)
{
Sys->getDSPClock(&chan->StartTime.Hi, &chan->StartTime.Lo);
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
// FMODSoundRenderer :: HandleChannelDelay
//
// If the sound is restarting, seek it to its proper place. Returns false
// if the sound would have ended.
//
// Otherwise, record its starting time, and return true.
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
//
//==========================================================================
bool FMODSoundRenderer::HandleChannelDelay(FMOD::Channel *chan, FISoundChannel *reuse_chan, int flags, float freq) const
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
{
if (reuse_chan != NULL)
{ // Sound is being restarted, so seek it to the position
// it would be in now if it had never been evicted.
QWORD_UNION nowtime;
chan->getDelay(FMOD_DELAYTYPE_DSPCLOCK_START, &nowtime.Hi, &nowtime.Lo);
// If abstime is set, the sound is being restored, and
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
// the channel's start time is actually its seek position.
if (flags & SNDF_ABSTIME)
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
{
unsigned int seekpos = reuse_chan->StartTime.Lo;
if (seekpos > 0)
{
chan->setPosition(seekpos, FMOD_TIMEUNIT_PCM);
}
reuse_chan->StartTime.AsOne = QWORD(nowtime.AsOne - seekpos * OutputRate / freq);
}
else if (reuse_chan->StartTime.AsOne != 0)
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
{
QWORD difftime = nowtime.AsOne - reuse_chan->StartTime.AsOne;
if (difftime > 0)
{
// Clamp the position of looping sounds to be within the sound.
// If we try to start it several minutes past its normal end,
// FMOD doesn't like that.
if (flags & SNDF_LOOP)
{
FMOD::Sound *sound;
if (FMOD_OK == chan->getCurrentSound(&sound))
{
unsigned int len;
Update to ZDoom r2249: - fixed: Explosions directly under a water surface would not hurt any actor directly above this surface. - cleaned up P_CheckSight flag handling. - Use normal texture animation for the main menu cursors. This required updating animations all the time and not just when inside a level. - fixed: IDBEHOLD altered the item counter. - fixed: P_SpawnMapThing always reduced the angular precision to 45 degrees. - removed AngleIncrements because it's not really useful. - fixed: Level redirection checked the wrong level. - Fixed: ClearActorInventory used the wrong stack index to get its parameter. - P_ZMovement() temporarily disables jumping after a landing. Don't do this if the jump timer is already running or for short falls (e.g. along the edges of slopes, since the slope floorz calculation is pretty crappy.) - Keep all damage factors in the table, even those that are 1.0. - 256 is a valid pain chance, so clamp to that, not 255. - Fixed: TMap::DelKey failed if the key's main position was nil, because it tried checking for it at the "next" position, which is an invalid pointer in that case. - Changed A_SetUserVar and A_SetUserArray so they affect the actor that called it, which is not necessarily "self". The only visible change from this should be that inventory items now set their own variables and not their owners'. - added a CrushPainSound actor property for Strife. - fixed memory leaks in SBARINFO and WAD loading code. - added GetBloodColor and GetBloodType inline functions to AActor to wrap the GetMeta calls used for this. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@756 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-27 07:46:42 +00:00
if (FMOD_OK == sound->getLength(&len, FMOD_TIMEUNIT_MS) && len)
{
difftime %= len;
}
}
}
return chan->setPosition((unsigned int)(difftime / OutputRate), FMOD_TIMEUNIT_MS) == FMOD_OK;
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
}
}
}
else
{
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - 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.) - 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. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
// chan->setDelay(FMOD_DELAYTYPE_DSPCLOCK_START, DSPClock.Hi, DSPClock.Lo);
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
}
return true;
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
}
//==========================================================================
//
// FMODSoundRenderer :: SetChanHeadSettings
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//
// If this sound is played at the same coordinates as the listener, make
// it head relative. Also, area sounds should use no 3D panning if close
// enough to the listener.
//
//==========================================================================
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
FMOD_MODE FMODSoundRenderer::SetChanHeadSettings(SoundListener *listener, FMOD::Channel *chan,
const FVector3 &pos, bool areasound,
FMOD_MODE oldmode) const
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
{
if (!listener->valid)
{
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
return oldmode;
}
Update to ZDoom r1062: - Rewrote myvsnprintf to use the StringFormat routines directly so that no additional memory needs to be allocated from the heap. - Polyobject sounds now play from their lines, similar to the way sector sounds are handled. - Why do polyobjects have a 3D start spot? Flattened it to 2D. - Moved the sector sound origin calculation out of fmodsound.cpp and into s_sound.cpp so that the near sound limiting will use the correct sound location for deciding on neighbors. - Removed the S_Sound() variant that allows for pointing the origin at an arbitrary point. It has been replaced with a variant that takes a polyobject as a source, since that was the only use that couldn't be rewritten with the other variants. This also fixes the bug that polyobject sounds were not successfully saved and caused a crash when reloading the game. Note that this is a significant change to how equality of sound sources is determined, so some things may not behave quite the same as before. (Which would be a bug, but hopefully everything still sounds the same.) - Adjusted the noise debug table so that fractional volume levels do not run into the adjacent columns. - Added a NullSoundRenderer so that most of the checks against a NULL GSnd can be removed. - Fixed: Looping sounds must always successfully allocate a channel, even if it's only a pre-evicted channel. - Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should reset this counter but that can't be done due to unwanted side effects with existing weapons. - Changed the 'scale' variable in CVAR(turbo) to double because the calculations depended on the current floating point precision setting and only worked properly when set to 'precise' in VC++. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@130 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-04 16:54:29 +00:00
FVector3 cpos, mpos;
cpos = listener->position;
if (areasound)
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
{
float level, old_level;
// How far are we from the perceived sound origin? Within a certain
// short distance, we interpolate between 2D panning and full 3D panning.
const double interp_range = 32.0;
Update to ZDoom r1062: - Rewrote myvsnprintf to use the StringFormat routines directly so that no additional memory needs to be allocated from the heap. - Polyobject sounds now play from their lines, similar to the way sector sounds are handled. - Why do polyobjects have a 3D start spot? Flattened it to 2D. - Moved the sector sound origin calculation out of fmodsound.cpp and into s_sound.cpp so that the near sound limiting will use the correct sound location for deciding on neighbors. - Removed the S_Sound() variant that allows for pointing the origin at an arbitrary point. It has been replaced with a variant that takes a polyobject as a source, since that was the only use that couldn't be rewritten with the other variants. This also fixes the bug that polyobject sounds were not successfully saved and caused a crash when reloading the game. Note that this is a significant change to how equality of sound sources is determined, so some things may not behave quite the same as before. (Which would be a bug, but hopefully everything still sounds the same.) - Adjusted the noise debug table so that fractional volume levels do not run into the adjacent columns. - Added a NullSoundRenderer so that most of the checks against a NULL GSnd can be removed. - Fixed: Looping sounds must always successfully allocate a channel, even if it's only a pre-evicted channel. - Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should reset this counter but that can't be done due to unwanted side effects with existing weapons. - Changed the 'scale' variable in CVAR(turbo) to double because the calculations depended on the current floating point precision setting and only worked properly when set to 'precise' in VC++. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@130 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-04 16:54:29 +00:00
double dist_sqr = (cpos - pos).LengthSquared();
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
if (dist_sqr == 0)
{
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
level = 0;
}
else if (dist_sqr <= interp_range * interp_range)
{ // Within interp_range: Interpolate between none and full 3D panning.
level = float(1 - (interp_range - sqrt(dist_sqr)) / interp_range);
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
}
else
{ // Beyond interp_range: Normal 3D panning.
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
level = 1;
}
if (chan->get3DPanLevel(&old_level) == FMOD_OK && old_level != level)
{ // Only set it if it's different.
chan->set3DPanLevel(level);
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
if (level < 1)
{ // Let the noise come from all speakers, not just the front ones.
// A centered 3D sound does not play at full volume, so neither should the 2D-panned one.
// This is sqrt(0.5), which is the result for a centered equal power panning.
chan->setSpeakerMix(0.70711f,0.70711f,0.70711f,0.70711f,0.70711f,0.70711f,0.70711f,0.70711f);
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
}
return oldmode;
}
Update to ZDoom r1062: - Rewrote myvsnprintf to use the StringFormat routines directly so that no additional memory needs to be allocated from the heap. - Polyobject sounds now play from their lines, similar to the way sector sounds are handled. - Why do polyobjects have a 3D start spot? Flattened it to 2D. - Moved the sector sound origin calculation out of fmodsound.cpp and into s_sound.cpp so that the near sound limiting will use the correct sound location for deciding on neighbors. - Removed the S_Sound() variant that allows for pointing the origin at an arbitrary point. It has been replaced with a variant that takes a polyobject as a source, since that was the only use that couldn't be rewritten with the other variants. This also fixes the bug that polyobject sounds were not successfully saved and caused a crash when reloading the game. Note that this is a significant change to how equality of sound sources is determined, so some things may not behave quite the same as before. (Which would be a bug, but hopefully everything still sounds the same.) - Adjusted the noise debug table so that fractional volume levels do not run into the adjacent columns. - Added a NullSoundRenderer so that most of the checks against a NULL GSnd can be removed. - Fixed: Looping sounds must always successfully allocate a channel, even if it's only a pre-evicted channel. - Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should reset this counter but that can't be done due to unwanted side effects with existing weapons. - Changed the 'scale' variable in CVAR(turbo) to double because the calculations depended on the current floating point precision setting and only worked properly when set to 'precise' in VC++. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@130 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-04 16:54:29 +00:00
else if (cpos == pos)
- Fixed: The players were not added to FS's list of spawned things. - Update to ZDoom r882 - Added the option to use $ as a prefix to a string table name everywhere in MAPINFO where 'lookup' could be specified so that there is one consistent way to do it. - Externalized all default episode definitions. Added an 'optional' keyword to handle M4 and 5 in Doom and Heretic. - Added P_CheckMapData function and replaced all calls to P_OpenMapData that only checked for a map's presence with it. - Added Martin Howe's player statusbar face submission. - Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap' but keeps all existing information in the default and just adds to it. This is needed because Hexen and Strife set some information in their base MAPINFO and using 'defaultmap' in a PWAD would override that. - Fixed: Using MAPINFO's f1 option could cause memory leaks. - Added option to load lumps by full name to several places: * Finale texts loaded from a text lump * Demos * Local SNDINFOs * Local SNDSEQs * Image names in FONTDEFS * intermission script names - Changed the STCFN121 handling. The character is not an 'I' but a '|' so instead of discarding it it should be inserted at position 124. - Renamed indexfont.fon to indexfont so that I could remove a special case from V_GetFont that was just added for this one font. - Added a 'dumpspawnedthings' CVAR that enables a listing of all things in the map and the actor type they spawned. SBarInfo Update #16 - Added: fillzeros flag for drawnumber. When set the string will always have a length of the specified size and zeros will fill in for the missing places. If the number is negative the negative sign will take the place of the last digit. - Added: globalarray type to drawnumber which will display the value in a global array with the index set to the player's number. Untested. - Added: isselected command to SBarInfo. - Fixed: Bi and Tri colored numbers didn't work. - Fixed: Crash when using nullimage as the last image in drawswitchableimage. - Applied Graf suggestion to include the y coord when calulating heights to fix most of the gaps caused by round off errors. At least for now anyways and it is only applied for drawimage. - SBarInfo inventory bars have been converted to use screen->DrawTexture() - Increased limit for demon/melee to 4. - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided line. - Fixed: P_SpawnPuff assumed that all melee attacks have the same range (MELEERANGE) and didn't set the puff to its melee state if the range was different. Even worse, it checked a global variable for this so the behavior was undefined when P_SpawnPuff was called from anywhere else but P_LineAttack. To reduce the amount of parameters I combined this information with the hitthing and temporary parameters into one flags parameter. Also changed P_LineAttack so that it gets passed an additional parameter that specifies whether the attack is a melee attack or not and set this to true in all calls that are to be considered melee attacks. I couldn't use the damage type because A_CustomPunch and A_CustomMeleeAttack allow passing any damage type they want. - Added a sprite option as an alternative of particles for FX_ROCKET and FX_GRENADE. - Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for DECORATE was wrong (2 instead of 1.) - Changed: Hexen set every cluster to be a hub if it hadn't been defined before a level using this cluster. Now it will only do that if HexenHack is true, i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format MAPINFOs it will now be the same as for the other games which means that 'hub' has to be declared explicitly. - Added an Idle state that is entered in place of the spawn state if a monster has to return to its inactive state if it can't find any more targets. - Added MF5_NOINTERACTION flag which completely disables all physics related code for any actor with this flag. Mostly useful for particle effects where the actors just move a certain distance and then disappear. - Removed the last remains of the antialias precalculation code from am_map.cpp because it was no longer used. - Fixed: Two-sided lines bordering a secret sector were not drawn in the proper color - Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color. - Switched sounds local to the listener from head-relative 3D sounds to 2D sounds so stereo sounds have full separation. I tried using set3DSpread, but that still caused some blending of the channels. - Changed FScanner so that opening a lump gives the complete wad+lump name rather than a generic one, so identifying errors among files that all have the same lump name no longer involves any degree of guesswork in determining exactly which file the error occurred in. - Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final sequences. - Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL pointer checks, in case an improper sequence was encountered during parsing but not early enough to avoid creating a slot for it in the array. - Added support for dumping from RAW/DRO/IMF files, so now anything that can be played as OPL can also be dumped. - Removed the opl_enable cvar, since OPL playback is now selectable as just another MIDI device. - Added support for DRO playback and dual-chip RAW playback. - Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with MUSSong2 works just as well. There are still lots of leftover bits in the class that should probably be removed at some point, too. - Added dual-chip dumping support for the RAW format. - Added DosBox Raw OPL (.DRO) dumping support. For whatever reason, in_adlib calculates the song length for this format wrong, even though the exact length is stored right in the header. (But in_adlib seems buggy in general; too bad it's the only Windows version of Adplug that seems to exist.) - Rewrote the OPL dumper to work with MIDI as well as MUS. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
{ // Head relative
return (oldmode & ~FMOD_3D) | FMOD_2D;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
}
- Fixed: The players were not added to FS's list of spawned things. - Update to ZDoom r882 - Added the option to use $ as a prefix to a string table name everywhere in MAPINFO where 'lookup' could be specified so that there is one consistent way to do it. - Externalized all default episode definitions. Added an 'optional' keyword to handle M4 and 5 in Doom and Heretic. - Added P_CheckMapData function and replaced all calls to P_OpenMapData that only checked for a map's presence with it. - Added Martin Howe's player statusbar face submission. - Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap' but keeps all existing information in the default and just adds to it. This is needed because Hexen and Strife set some information in their base MAPINFO and using 'defaultmap' in a PWAD would override that. - Fixed: Using MAPINFO's f1 option could cause memory leaks. - Added option to load lumps by full name to several places: * Finale texts loaded from a text lump * Demos * Local SNDINFOs * Local SNDSEQs * Image names in FONTDEFS * intermission script names - Changed the STCFN121 handling. The character is not an 'I' but a '|' so instead of discarding it it should be inserted at position 124. - Renamed indexfont.fon to indexfont so that I could remove a special case from V_GetFont that was just added for this one font. - Added a 'dumpspawnedthings' CVAR that enables a listing of all things in the map and the actor type they spawned. SBarInfo Update #16 - Added: fillzeros flag for drawnumber. When set the string will always have a length of the specified size and zeros will fill in for the missing places. If the number is negative the negative sign will take the place of the last digit. - Added: globalarray type to drawnumber which will display the value in a global array with the index set to the player's number. Untested. - Added: isselected command to SBarInfo. - Fixed: Bi and Tri colored numbers didn't work. - Fixed: Crash when using nullimage as the last image in drawswitchableimage. - Applied Graf suggestion to include the y coord when calulating heights to fix most of the gaps caused by round off errors. At least for now anyways and it is only applied for drawimage. - SBarInfo inventory bars have been converted to use screen->DrawTexture() - Increased limit for demon/melee to 4. - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided line. - Fixed: P_SpawnPuff assumed that all melee attacks have the same range (MELEERANGE) and didn't set the puff to its melee state if the range was different. Even worse, it checked a global variable for this so the behavior was undefined when P_SpawnPuff was called from anywhere else but P_LineAttack. To reduce the amount of parameters I combined this information with the hitthing and temporary parameters into one flags parameter. Also changed P_LineAttack so that it gets passed an additional parameter that specifies whether the attack is a melee attack or not and set this to true in all calls that are to be considered melee attacks. I couldn't use the damage type because A_CustomPunch and A_CustomMeleeAttack allow passing any damage type they want. - Added a sprite option as an alternative of particles for FX_ROCKET and FX_GRENADE. - Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for DECORATE was wrong (2 instead of 1.) - Changed: Hexen set every cluster to be a hub if it hadn't been defined before a level using this cluster. Now it will only do that if HexenHack is true, i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format MAPINFOs it will now be the same as for the other games which means that 'hub' has to be declared explicitly. - Added an Idle state that is entered in place of the spawn state if a monster has to return to its inactive state if it can't find any more targets. - Added MF5_NOINTERACTION flag which completely disables all physics related code for any actor with this flag. Mostly useful for particle effects where the actors just move a certain distance and then disappear. - Removed the last remains of the antialias precalculation code from am_map.cpp because it was no longer used. - Fixed: Two-sided lines bordering a secret sector were not drawn in the proper color - Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color. - Switched sounds local to the listener from head-relative 3D sounds to 2D sounds so stereo sounds have full separation. I tried using set3DSpread, but that still caused some blending of the channels. - Changed FScanner so that opening a lump gives the complete wad+lump name rather than a generic one, so identifying errors among files that all have the same lump name no longer involves any degree of guesswork in determining exactly which file the error occurred in. - Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final sequences. - Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL pointer checks, in case an improper sequence was encountered during parsing but not early enough to avoid creating a slot for it in the array. - Added support for dumping from RAW/DRO/IMF files, so now anything that can be played as OPL can also be dumped. - Removed the opl_enable cvar, since OPL playback is now selectable as just another MIDI device. - Added support for DRO playback and dual-chip RAW playback. - Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with MUSSong2 works just as well. There are still lots of leftover bits in the class that should probably be removed at some point, too. - Added dual-chip dumping support for the RAW format. - Added DosBox Raw OPL (.DRO) dumping support. For whatever reason, in_adlib calculates the song length for this format wrong, even though the exact length is stored right in the header. (But in_adlib seems buggy in general; too bad it's the only Windows version of Adplug that seems to exist.) - Rewrote the OPL dumper to work with MIDI as well as MUS. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
// World relative
return (oldmode & ~FMOD_2D) | FMOD_3D;
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: CommonChannelSetup
//
// Assign an end callback to the channel and allocates a game channel for
// it.
//
//==========================================================================
FISoundChannel *FMODSoundRenderer::CommonChannelSetup(FMOD::Channel *chan, FISoundChannel *reuse_chan) const
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
{
FISoundChannel *schan;
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
if (reuse_chan != NULL)
{
schan = reuse_chan;
schan->SysChannel = chan;
}
else
{
schan = S_GetChannel(chan);
chan->getDelay(FMOD_DELAYTYPE_DSPCLOCK_START, &schan->StartTime.Hi, &schan->StartTime.Lo);
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
chan->setUserData(schan);
chan->setCallback(ChannelCallback);
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
GRolloff = NULL;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
return schan;
}
//==========================================================================
//
// FMODSoundRenderer :: StopSound
//
//==========================================================================
void FMODSoundRenderer::StopChannel(FISoundChannel *chan)
{
if (chan != NULL && chan->SysChannel != NULL)
{
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
((FMOD::Channel *)chan->SysChannel)->stop();
}
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
}
//==========================================================================
//
// FMODSoundRenderer :: GetPosition
//
// Returns position of sound on this channel, in samples.
//
//==========================================================================
unsigned int FMODSoundRenderer::GetPosition(FISoundChannel *chan)
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
{
unsigned int pos;
if (chan == NULL || chan->SysChannel == NULL)
{
return 0;
}
((FMOD::Channel *)chan->SysChannel)->getPosition(&pos, FMOD_TIMEUNIT_PCM);
return pos;
}
//==========================================================================
//
// FMODSoundRenderer :: GetAudibility
//
// Returns the audible volume of the channel, after rollof and any other
// factors are applied.
//
//==========================================================================
float FMODSoundRenderer::GetAudibility(FISoundChannel *chan)
{
float aud;
if (chan == NULL || chan->SysChannel == NULL)
{
return 0;
}
((FMOD::Channel *)chan->SysChannel)->getAudibility(&aud);
return aud;
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: SetSfxPaused
//
//==========================================================================
Update to ZDoom r1069: - Added a check to G_DoSaveGame() to prevent saving when you're not actually in a level. - Fixed: Serialized player data must always be loaded, even if it's simply to be discarded, so that anything serialized after the players will load from the correct position in the file when revisiting a hub map. - Changed: AInventory::Tick now only calls the super method if the item is not owned. Having owned inventory items interact with the world is not supposed to happen. - Fixed: case PCD_SECTORDAMAGE in p_acs.cpp was missing a terminating 'break'. - Fixed: When a weapon is destroyed, its sister weapon must also be destroyed. - Added a check for PUFFGETSOWNER to A_BFGSpray. - Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation to players only. - Fixed: P_SpawnMapThing still checked FMapThing::flags for the class bits instead of FMapThing::ClassFilter. - Fixed: A_CustomMissile must not let P_SpawnMissile call P_CheckMissileSpawn. It must do this itself after setting the proper owner. - Fixed: CCMD(give) increased the total item count. - Fixed: A_Stop didn't set the player specific variables to 0. - Fixed: Screenwipes now pause sounds, since there can be sounds playing during them. - UI sounds are now omitted from savegames. - Fixed: Menu sounds had been restricted to one at a time again. - Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that it will occur after the players are loaded. - Added fixes from FreeBSD for 0-length and very large string buffers passed to myvsnprintf. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@131 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-06 17:32:31 +00:00
void FMODSoundRenderer::SetSfxPaused(bool paused, int slot)
{
Update to ZDoom r1069: - Added a check to G_DoSaveGame() to prevent saving when you're not actually in a level. - Fixed: Serialized player data must always be loaded, even if it's simply to be discarded, so that anything serialized after the players will load from the correct position in the file when revisiting a hub map. - Changed: AInventory::Tick now only calls the super method if the item is not owned. Having owned inventory items interact with the world is not supposed to happen. - Fixed: case PCD_SECTORDAMAGE in p_acs.cpp was missing a terminating 'break'. - Fixed: When a weapon is destroyed, its sister weapon must also be destroyed. - Added a check for PUFFGETSOWNER to A_BFGSpray. - Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation to players only. - Fixed: P_SpawnMapThing still checked FMapThing::flags for the class bits instead of FMapThing::ClassFilter. - Fixed: A_CustomMissile must not let P_SpawnMissile call P_CheckMissileSpawn. It must do this itself after setting the proper owner. - Fixed: CCMD(give) increased the total item count. - Fixed: A_Stop didn't set the player specific variables to 0. - Fixed: Screenwipes now pause sounds, since there can be sounds playing during them. - UI sounds are now omitted from savegames. - Fixed: Menu sounds had been restricted to one at a time again. - Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that it will occur after the players are loaded. - Added fixes from FreeBSD for 0-length and very large string buffers passed to myvsnprintf. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@131 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-06 17:32:31 +00:00
int oldslots = SFXPaused;
if (paused)
{
SFXPaused |= 1 << slot;
}
else
{
SFXPaused &= ~(1 << slot);
}
//Printf("%d\n", SFXPaused);
if (oldslots != 0 && SFXPaused == 0)
{
PausableSfx->setPaused(false);
}
else if (oldslots == 0 && SFXPaused != 0)
{
Update to ZDoom r1069: - Added a check to G_DoSaveGame() to prevent saving when you're not actually in a level. - Fixed: Serialized player data must always be loaded, even if it's simply to be discarded, so that anything serialized after the players will load from the correct position in the file when revisiting a hub map. - Changed: AInventory::Tick now only calls the super method if the item is not owned. Having owned inventory items interact with the world is not supposed to happen. - Fixed: case PCD_SECTORDAMAGE in p_acs.cpp was missing a terminating 'break'. - Fixed: When a weapon is destroyed, its sister weapon must also be destroyed. - Added a check for PUFFGETSOWNER to A_BFGSpray. - Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation to players only. - Fixed: P_SpawnMapThing still checked FMapThing::flags for the class bits instead of FMapThing::ClassFilter. - Fixed: A_CustomMissile must not let P_SpawnMissile call P_CheckMissileSpawn. It must do this itself after setting the proper owner. - Fixed: CCMD(give) increased the total item count. - Fixed: A_Stop didn't set the player specific variables to 0. - Fixed: Screenwipes now pause sounds, since there can be sounds playing during them. - UI sounds are now omitted from savegames. - Fixed: Menu sounds had been restricted to one at a time again. - Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that it will occur after the players are loaded. - Added fixes from FreeBSD for 0-length and very large string buffers passed to myvsnprintf. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@131 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-06 17:32:31 +00:00
PausableSfx->setPaused(true);
}
}
Update to ZDoom r1017: - Fixed: MAPINFO's 'lookup' option should only work for actual strings but not for lump and file names. - Added a few 'activator == NULL' checks to some ACS functions. - Added line and vertex lists to polyobjects so that I can do some changes that won't work with only a seg list being maintained. (SBarInfo update #23) - Fixed: Drawing the amount of an inventory item in the player's inventory did not work - Added: PowerupTime to drawnumber and drawbar. You must specify a powerupgiver. Although drawnumber goes in seconds the powerup has left drawbar will use ticks for extra accuracy. - I have increased cross-port compatibility with Skulltag. If an unknown game mode is provided for sbarinfo's gamemode command it will ignore it and continue. - Added an option to consider intermission screens gameplay for purposes of capturing the mouse. - Changed: Telefragging should not thrust the victim if it isn't in precisely the same position as the killer. - fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned object's position. - Fixed: Ouch state was far to easy to achieve. - Made all the basic texture classes local to their implementation. They are not needed anywhere else. - Changed the HackHack hack for corrupt 256 pixel high textures that FMultiPatchTexture only calls a virtual function instead of doing any type checks of the patch itself. - Cleaned up the constant definitions in doomdata.h. - Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp because they are used only in this one file. - Removed some more typedefs from r_defs.h and doomdata.h - Moved local polyobject data definitions from p_local.h to po_man.cpp. - Renamed player_s to player_t globally to get rid of the duplicate names for this class. - Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid potential crashes in the situation that con_scaletext is 2 and somebody uses a hud message as if a hud size was specified, but forgot to actually set the hud size. - Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar into a single place. - Fixed: Setting an invalid mug shot state crashed the game. - Fixed my attempts to be clever with strings yesterday. - If an actor's current target temporarily goes unshootable, its threshold is now reset to 0, so it will more readily switch back to it. - Fixed: Deactivating the game no longer allows reverb effects to continue playing while the sound is paused. - Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of Flags. - Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung leaks and didn't allocate enough space for the fullStateName string. - Disabled DUMB's mono destination mixers. It's not like I'm ever going to target an original SoundBlaster, so they're a waste of space to have around. This trims resample.obj down to ~60k now. - Fixed: PrtScn/SysRq key did not work on Linux. - Added an alternate module replay engine that uses foo_dumb's replayer, a heavily customized version of DUMB (Dynamic Universal Music Bibliotheque). It has been slightly modified by me: * Added support for Ogg Vorbis-compressed samples in XM files ala FMOD. * Removed excessive mallocs from the replay core. * Rerolled the loops in resample.c. Unrolling them made the object file ~250k large while providing little benefit. Even at ~100k, I think it's still larger than it ought to be, but I'll live with it for now. Other than that, it's essentially the same thing you'd hear in foobar2000, minus some subsong detection features. Release builds of the library look like they might even be slightly faster than FMOD, which is a plus. - Fixed: Timidity::font_add() did not release the file reader it created. - Fixed: The SF2 loader did not free the sample headers in its destructor. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
//==========================================================================
//
// FMODSoundRenderer :: SetInactive
//
// This is similar to SetSfxPaused but will *pause* everything, including
// the global reverb effect. This is meant to be used only when the
// game is deactivated, not for general sound pausing.
//
//==========================================================================
void FMODSoundRenderer::SetInactive(bool inactive)
{
if (ChannelGroupTargetUnit != NULL)
{
ChannelGroupTargetUnit->setActive(!inactive);
}
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: UpdateSoundParams3D
//
//==========================================================================
void FMODSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundChannel *chan, bool areasound, const FVector3 &pos, const FVector3 &vel)
{
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
if (chan == NULL || chan->SysChannel == NULL)
return;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
FMOD::Channel *fchan = (FMOD::Channel *)chan->SysChannel;
FMOD_MODE oldmode, mode;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
if (fchan->getMode(&oldmode) != FMOD_OK)
{
oldmode = FMOD_3D | FMOD_SOFTWARE;
}
mode = SetChanHeadSettings(listener, fchan, pos, areasound, oldmode);
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
if (mode != oldmode)
{ // Only set the mode if it changed.
fchan->setMode(mode);
}
Update to ZDoom r1062: - Rewrote myvsnprintf to use the StringFormat routines directly so that no additional memory needs to be allocated from the heap. - Polyobject sounds now play from their lines, similar to the way sector sounds are handled. - Why do polyobjects have a 3D start spot? Flattened it to 2D. - Moved the sector sound origin calculation out of fmodsound.cpp and into s_sound.cpp so that the near sound limiting will use the correct sound location for deciding on neighbors. - Removed the S_Sound() variant that allows for pointing the origin at an arbitrary point. It has been replaced with a variant that takes a polyobject as a source, since that was the only use that couldn't be rewritten with the other variants. This also fixes the bug that polyobject sounds were not successfully saved and caused a crash when reloading the game. Note that this is a significant change to how equality of sound sources is determined, so some things may not behave quite the same as before. (Which would be a bug, but hopefully everything still sounds the same.) - Adjusted the noise debug table so that fractional volume levels do not run into the adjacent columns. - Added a NullSoundRenderer so that most of the checks against a NULL GSnd can be removed. - Fixed: Looping sounds must always successfully allocate a channel, even if it's only a pre-evicted channel. - Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should reset this counter but that can't be done due to unwanted side effects with existing weapons. - Changed the 'scale' variable in CVAR(turbo) to double because the calculations depended on the current floating point precision setting and only worked properly when set to 'precise' in VC++. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@130 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-04 16:54:29 +00:00
fchan->set3DAttributes((FMOD_VECTOR *)&pos[0], (FMOD_VECTOR *)&vel[0]);
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: UpdateListener
//
//==========================================================================
void FMODSoundRenderer::UpdateListener(SoundListener *listener)
{
FMOD_VECTOR pos, vel;
FMOD_VECTOR forward;
FMOD_VECTOR up;
if (!listener->valid)
{
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
return;
}
- Fixed: Using sprites as wall textures used incorrect texture offsets because sprites are being offset by one pixel to make texture filtering look better. Now two sets of coordinates are maintained for native GL textures, one for sprites, one for textures. Update to ZDoom r930: - Fixed: MugShotFrame::getTexture() allocated space for the sprite name that it never freed. I'm not sure it's a good assumption that 9 characters is always long enough, either, since you can have longer file names than that inside a zip. - Fixed: DSBarInfo::DrawGem() crashed if chain or gem was NULL. - Fixed: Sound sequences are not thinkers, therefore they must be explicitly marked as roots for the GC. - Reduced the range that area sounds require to interpolate between 2D and 3D panning. - The listener's velocity is now set at 0 for the sound engine. The player moves so fast that you can hear the doppler shift just by running around, otherwise. - Changed the sound code so that all sounds that start playing on a single tic actually start playing at the exact same sample position. - Added the writewave command to write the internal TiMidity's output to a wave file. - Changed the default channel velocity for MUS files from 64 to 100 to better match apparent MIDI practice. (Would like to know what this is supposed to be.) - Changed the mus2midi channel assignments to match the internal player's. - Fixed: apply_envelope_to_amp() should clamp the mix levels to 0. - Made the maximum number of TiMidity voices configurable through the timidity_voices cvar. - Added stats lines for the OPL and Timidity MIDI devices. - Completely changed the way TiMidity volume calculations are done. It should now be extremely close to the output a real GUS would produce with its official MIDI player (excepting where TiMidity normalizes sample volumes). The new equations more closely match what is specified by the DLS and SF2 specs (but not quite), so I presume it's also more musically correct than what TiMidity (and TiMidity++) do. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@97 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-20 10:26:25 +00:00
// Set velocity to 0 to prevent crazy doppler shifts just from running.
vel.x = listener->velocity.X;
vel.y = listener->velocity.Y;
vel.z = listener->velocity.Z;
pos.x = listener->position.X;
pos.y = listener->position.Y;
pos.z = listener->position.Z;
float angle = listener->angle;
forward.x = cos(angle);
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
forward.y = 0;
forward.z = sin(angle);
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
up.x = 0;
up.y = 1;
up.z = 0;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
Sys->set3DListenerAttributes(0, &pos, &vel, &forward, &up);
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
bool underwater = false;
const ReverbContainer *env;
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - 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.) - 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. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
underwater = (listener->underwater && snd_waterlp);
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
if (ForcedEnvironment)
{
env = ForcedEnvironment;
}
else
{
env = listener->Environment;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
if (env == NULL)
{
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
env = DefaultEnvironments[0];
}
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
if (env != PrevEnvironment || env->Modified)
{
DPrintf ("Reverb Environment %s\n", env->Name);
const_cast<ReverbContainer*>(env)->Modified = false;
Sys->setReverbProperties((FMOD_REVERB_PROPERTIES *)(&env->Properties));
PrevEnvironment = env;
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - 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.) - 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. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
if (!SfxReverbHooked)
{
SfxReverbHooked = ReconnectSFXReverbUnit();
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
}
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
Update to ZDoom r1033: - Fixed: The UDMF parser stored plane rotation angles as fixed_t, not angle_t. - Grouped the sector plane texture transformation values into a separate structure and replaced all access to them with wrapper functions. - Add environment 255, 255 as a way to get the software underwater effect in any zone you want. - Using a too-recent version of FMOD now gives an error, since there may be breaking changes to the API from one version to the next (excluding revisions in stable branches, which only represent bug fixes). - Updated fmod_wrap.h for FMOD 4.16 and corrected a bug that had gone unnoticed before: The delayhi and delaylo parameters for Channel::setDelay() and getDelay() were swapped. - Fixed: P_ChangeSector could incorrectly block movement when checking for mid textures linked to a moving floor. - Fixed AActor's bouncefactor definitions which I accidentally changed when adding wallbouncefactor. - Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead of subtracting it. - Fixed: SBARINFO's popup code used 1-based indices to address a C++ array. - Fixed: ACS's ChangeSky command didn't clean up the stack. - Fixed: Wall scrolling interpolations incremented their reference count twice. - Fixed: Before a level's thinkers are loaded all previous interpolations must be cleared. - Fixed: deleted interpolations didn't NULL the pointer in the interpolated object. Also added all interpolation pointers to DSectorMarker to ensure that they are properyl processed by the garbage collector. - Added scaling to double size for idmypos display. - Changed: Players don't telefrag when they are spawned now but after all actors have been spawned to avoid accidental voodoo doll telefragging. - Fixed: ACS scripts for non-existent maps were started on the current one. - Added a 'wallbouncefactor' property to AActor. - Reverted forceunderwater change from r1026 and fixed the problem for real: SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec. So the initial check of the current sector in AActor::UpdateWaterLevel must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK. - Dehacked fix discovered by entryway: Dehacked only changes the blue armor's armortype. It does not touch the armor given by the megasphere. - Changed forcewater handling so that only control sectors created by one- sided lines become swimmable, since there's a good chance that a two-sided line is creating the control sector out of a normal, accessible portion of the map. (See e.g. linedef 29242 of zdoomcmp1.) - Added self-modifying code notifications for Valgrind. Build with make VALGRIND=1 to turn them on. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@121 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-14 15:37:17 +00:00
if (underwater || env->SoftwareWater)
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
{
//PausableSfx->setPitch(0.64171f); // This appears to be what Duke 3D uses
PausableSfx->setPitch(0.7937005f); // Approx. 4 semitones lower; what Nash suggested
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
if (WaterLP != NULL)
{
if (LastWaterLP != snd_waterlp)
{
LastWaterLP = snd_waterlp;
WaterLP->setParameter(FMOD_DSP_LOWPASS_CUTOFF, snd_waterlp);
}
WaterLP->setActive(true);
if (WaterReverb != NULL && snd_waterreverb)
{
WaterReverb->setActive(true);
WaterReverb->setBypass(false);
SfxConnection->setMix(0);
}
else
{
// Let some of the original mix through so that high frequencies are
// not completely lost. The reverb unit has its own connection and
// preserves dry sounds itself if used.
SfxConnection->setMix(0.1f);
if (WaterReverb != NULL)
{
WaterReverb->setActive(true);
WaterReverb->setBypass(true);
}
}
}
}
else
{
PausableSfx->setPitch(1);
if (WaterLP != NULL)
{
SfxConnection->setMix(1);
WaterLP->setActive(false);
if (WaterReverb != NULL)
{
WaterReverb->setActive(false);
}
}
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
}
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - 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.) - 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. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
//==========================================================================
//
// FMODSoundRenderer :: ReconnectSFXReverbUnit
//
// Locates the DSP unit responsible for software 3D reverb. There is only
// one, and it by default is connected directly to the ChannelGroup Target
// Unit. Older versions of FMOD created this at startup; newer versions
// delay creating it until the first call to setReverbProperties, at which
// point it persists until the system is closed.
//
// Upon locating the proper DSP unit, reconnects it to serve as an input to
// our water DSP chain after the Pausable SFX ChannelGroup.
//
//==========================================================================
bool FMODSoundRenderer::ReconnectSFXReverbUnit()
{
FMOD::DSP *unit;
FMOD_DSP_TYPE type;
int numinputs, i;
if (ChannelGroupTargetUnit == NULL || SfxReverbPlaceholder == NULL)
{
return false;
}
// Look for SFX Reverb unit
if (FMOD_OK != ChannelGroupTargetUnit->getNumInputs(&numinputs))
{
return false;
}
for (i = numinputs - 1; i >= 0; --i)
{
if (FMOD_OK == ChannelGroupTargetUnit->getInput(i, &unit, NULL) &&
FMOD_OK == unit->getType(&type))
{
if (type == FMOD_DSP_TYPE_SFXREVERB)
{
break;
}
}
}
if (i < 0)
{
return false;
}
// Found it! Now move it in the DSP graph to be done before the water
// effect.
if (FMOD_OK != ChannelGroupTargetUnit->disconnectFrom(unit))
{
return false;
}
if (FMOD_OK != SfxReverbPlaceholder->addInput(unit, NULL))
{
return false;
}
return true;
}
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
//==========================================================================
//
// FMODSoundRenderer :: Sync
//
// Used by the save/load code to restart sounds at the same position they
// were in at the time of saving. Must not be nested.
//
//==========================================================================
void FMODSoundRenderer::Sync(bool sync)
{
DSPLocked = sync;
if (sync)
{
Sys->lockDSP();
Sys->getDSPClock(&DSPClock.Hi, &DSPClock.Lo);
}
else
{
Sys->unlockDSP();
}
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: UpdateSounds
//
//==========================================================================
void FMODSoundRenderer::UpdateSounds()
{
- Fixed: Using sprites as wall textures used incorrect texture offsets because sprites are being offset by one pixel to make texture filtering look better. Now two sets of coordinates are maintained for native GL textures, one for sprites, one for textures. Update to ZDoom r930: - Fixed: MugShotFrame::getTexture() allocated space for the sprite name that it never freed. I'm not sure it's a good assumption that 9 characters is always long enough, either, since you can have longer file names than that inside a zip. - Fixed: DSBarInfo::DrawGem() crashed if chain or gem was NULL. - Fixed: Sound sequences are not thinkers, therefore they must be explicitly marked as roots for the GC. - Reduced the range that area sounds require to interpolate between 2D and 3D panning. - The listener's velocity is now set at 0 for the sound engine. The player moves so fast that you can hear the doppler shift just by running around, otherwise. - Changed the sound code so that all sounds that start playing on a single tic actually start playing at the exact same sample position. - Added the writewave command to write the internal TiMidity's output to a wave file. - Changed the default channel velocity for MUS files from 64 to 100 to better match apparent MIDI practice. (Would like to know what this is supposed to be.) - Changed the mus2midi channel assignments to match the internal player's. - Fixed: apply_envelope_to_amp() should clamp the mix levels to 0. - Made the maximum number of TiMidity voices configurable through the timidity_voices cvar. - Added stats lines for the OPL and Timidity MIDI devices. - Completely changed the way TiMidity volume calculations are done. It should now be extremely close to the output a real GUS would produce with its official MIDI player (excepting where TiMidity normalizes sample volumes). The new equations more closely match what is specified by the DLS and SF2 specs (but not quite), so I presume it's also more musically correct than what TiMidity (and TiMidity++) do. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@97 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-20 10:26:25 +00:00
// Any sounds played between now and the next call to this function
// will start exactly one tic from now.
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!): Full disclosure of the entire project's source code, except for third party libraries is mandartory. (NOTE: This clause is non-negotiable!) - Fixed: The alpha for 3D floors was always set to 0. Update to ZDoom r1056: - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting code to process their messages. This was necessary to handle the %zu format option used in some memory allocation failure messages. - Fixed: The flat texture scaling action specials were completely broken. - The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. - Removed some unused constant definitions from sc_man.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
Sys->getDSPClock(&DSPClock.Hi, &DSPClock.Lo);
DSPClock.AsOne += OutputRate / TICRATE;
Sys->update();
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
// FMODSoundRenderer :: LoadSoundRaw
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//
//==========================================================================
- removed gl_nogl option because it was completely broken. Update to ZDoom r2226: - fixed: True color texture generation for DDS was broken. - After experimenting with Blood, I think ROLLOFF_Linear is a better choice for ambient sounds than ROLLOFF_Doom. - Added support for Blood's ambient sounds, because I thought it would be an easy way to test the new ambient sound range parameters. (Hahaha! If I hadn't had to fix all the Build/Blood stuff first, it would have been.) - Changed the ambient sounds list into a map so that it can handle more than 256 entries. - Added support for Blood's SFX loop start markers. - Fixed: Blood sound effect namespacing was broken. - Fixed: The Build loader did not set the wall texture scaling properly, either. - Fixed: The BUILD map loader did not create extsector information, and it also did not set valid sidedef references for the backs of one-sided lines. - Fixed: RFF files constructed incorrect full names for the files they contained. - Fixed: Checking for BUILD maps only worked if they came from unencrypted and uncompressed sources. - Fixed endianness assumption when loading external map files. - Add more parameters to the ambient sound things: * Second argument: Volume scalar. 0 and 128 are normal volume. (Where "normal" is whatever it was defined with in SNDINFO.) Other values scale it accordingly. * Third argument: Minimum distance before volume fading starts. * Fourth argument: Maximum distance at which the sound is audible. Setting either of these to 0 will use whatever they were defined with in SNDINFO. - Fix some GCC warnings. - Meh. Linux does not have itoa. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@750 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-18 10:19:00 +00:00
SoundHandle FMODSoundRenderer::LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits, int loopstart)
{
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
FMOD_CREATESOUNDEXINFO exinfo;
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
SoundHandle retval = { NULL };
- removed gl_nogl option because it was completely broken. Update to ZDoom r2226: - fixed: True color texture generation for DDS was broken. - After experimenting with Blood, I think ROLLOFF_Linear is a better choice for ambient sounds than ROLLOFF_Doom. - Added support for Blood's ambient sounds, because I thought it would be an easy way to test the new ambient sound range parameters. (Hahaha! If I hadn't had to fix all the Build/Blood stuff first, it would have been.) - Changed the ambient sounds list into a map so that it can handle more than 256 entries. - Added support for Blood's SFX loop start markers. - Fixed: Blood sound effect namespacing was broken. - Fixed: The Build loader did not set the wall texture scaling properly, either. - Fixed: The BUILD map loader did not create extsector information, and it also did not set valid sidedef references for the backs of one-sided lines. - Fixed: RFF files constructed incorrect full names for the files they contained. - Fixed: Checking for BUILD maps only worked if they came from unencrypted and uncompressed sources. - Fixed endianness assumption when loading external map files. - Add more parameters to the ambient sound things: * Second argument: Volume scalar. 0 and 128 are normal volume. (Where "normal" is whatever it was defined with in SNDINFO.) Other values scale it accordingly. * Third argument: Minimum distance before volume fading starts. * Fourth argument: Maximum distance at which the sound is audible. Setting either of these to 0 will use whatever they were defined with in SNDINFO. - Fix some GCC warnings. - Meh. Linux does not have itoa. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@750 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-18 10:19:00 +00:00
int numsamples;
- removed gl_nogl option because it was completely broken. Update to ZDoom r2226: - fixed: True color texture generation for DDS was broken. - After experimenting with Blood, I think ROLLOFF_Linear is a better choice for ambient sounds than ROLLOFF_Doom. - Added support for Blood's ambient sounds, because I thought it would be an easy way to test the new ambient sound range parameters. (Hahaha! If I hadn't had to fix all the Build/Blood stuff first, it would have been.) - Changed the ambient sounds list into a map so that it can handle more than 256 entries. - Added support for Blood's SFX loop start markers. - Fixed: Blood sound effect namespacing was broken. - Fixed: The Build loader did not set the wall texture scaling properly, either. - Fixed: The BUILD map loader did not create extsector information, and it also did not set valid sidedef references for the backs of one-sided lines. - Fixed: RFF files constructed incorrect full names for the files they contained. - Fixed: Checking for BUILD maps only worked if they came from unencrypted and uncompressed sources. - Fixed endianness assumption when loading external map files. - Add more parameters to the ambient sound things: * Second argument: Volume scalar. 0 and 128 are normal volume. (Where "normal" is whatever it was defined with in SNDINFO.) Other values scale it accordingly. * Third argument: Minimum distance before volume fading starts. * Fourth argument: Maximum distance at which the sound is audible. Setting either of these to 0 will use whatever they were defined with in SNDINFO. - Fix some GCC warnings. - Meh. Linux does not have itoa. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@750 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-18 10:19:00 +00:00
if (length <= 0)
{
return retval;
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
InitCreateSoundExInfo(&exinfo);
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
exinfo.length = length;
exinfo.numchannels = channels;
exinfo.defaultfrequency = frequency;
switch (bits)
{
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
case 8:
// Need to convert sample data from unsigned to signed.
for (int i = 0; i < length; ++i)
{
sfxdata[i] = sfxdata[i] - 128;
}
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
case -8:
exinfo.format = FMOD_SOUND_FORMAT_PCM8;
- removed gl_nogl option because it was completely broken. Update to ZDoom r2226: - fixed: True color texture generation for DDS was broken. - After experimenting with Blood, I think ROLLOFF_Linear is a better choice for ambient sounds than ROLLOFF_Doom. - Added support for Blood's ambient sounds, because I thought it would be an easy way to test the new ambient sound range parameters. (Hahaha! If I hadn't had to fix all the Build/Blood stuff first, it would have been.) - Changed the ambient sounds list into a map so that it can handle more than 256 entries. - Added support for Blood's SFX loop start markers. - Fixed: Blood sound effect namespacing was broken. - Fixed: The Build loader did not set the wall texture scaling properly, either. - Fixed: The BUILD map loader did not create extsector information, and it also did not set valid sidedef references for the backs of one-sided lines. - Fixed: RFF files constructed incorrect full names for the files they contained. - Fixed: Checking for BUILD maps only worked if they came from unencrypted and uncompressed sources. - Fixed endianness assumption when loading external map files. - Add more parameters to the ambient sound things: * Second argument: Volume scalar. 0 and 128 are normal volume. (Where "normal" is whatever it was defined with in SNDINFO.) Other values scale it accordingly. * Third argument: Minimum distance before volume fading starts. * Fourth argument: Maximum distance at which the sound is audible. Setting either of these to 0 will use whatever they were defined with in SNDINFO. - Fix some GCC warnings. - Meh. Linux does not have itoa. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@750 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-18 10:19:00 +00:00
numsamples = length;
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
break;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
case 16:
exinfo.format = FMOD_SOUND_FORMAT_PCM16;
- removed gl_nogl option because it was completely broken. Update to ZDoom r2226: - fixed: True color texture generation for DDS was broken. - After experimenting with Blood, I think ROLLOFF_Linear is a better choice for ambient sounds than ROLLOFF_Doom. - Added support for Blood's ambient sounds, because I thought it would be an easy way to test the new ambient sound range parameters. (Hahaha! If I hadn't had to fix all the Build/Blood stuff first, it would have been.) - Changed the ambient sounds list into a map so that it can handle more than 256 entries. - Added support for Blood's SFX loop start markers. - Fixed: Blood sound effect namespacing was broken. - Fixed: The Build loader did not set the wall texture scaling properly, either. - Fixed: The BUILD map loader did not create extsector information, and it also did not set valid sidedef references for the backs of one-sided lines. - Fixed: RFF files constructed incorrect full names for the files they contained. - Fixed: Checking for BUILD maps only worked if they came from unencrypted and uncompressed sources. - Fixed endianness assumption when loading external map files. - Add more parameters to the ambient sound things: * Second argument: Volume scalar. 0 and 128 are normal volume. (Where "normal" is whatever it was defined with in SNDINFO.) Other values scale it accordingly. * Third argument: Minimum distance before volume fading starts. * Fourth argument: Maximum distance at which the sound is audible. Setting either of these to 0 will use whatever they were defined with in SNDINFO. - Fix some GCC warnings. - Meh. Linux does not have itoa. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@750 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-18 10:19:00 +00:00
numsamples = length >> 1;
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
break;
case 32:
exinfo.format = FMOD_SOUND_FORMAT_PCM32;
- removed gl_nogl option because it was completely broken. Update to ZDoom r2226: - fixed: True color texture generation for DDS was broken. - After experimenting with Blood, I think ROLLOFF_Linear is a better choice for ambient sounds than ROLLOFF_Doom. - Added support for Blood's ambient sounds, because I thought it would be an easy way to test the new ambient sound range parameters. (Hahaha! If I hadn't had to fix all the Build/Blood stuff first, it would have been.) - Changed the ambient sounds list into a map so that it can handle more than 256 entries. - Added support for Blood's SFX loop start markers. - Fixed: Blood sound effect namespacing was broken. - Fixed: The Build loader did not set the wall texture scaling properly, either. - Fixed: The BUILD map loader did not create extsector information, and it also did not set valid sidedef references for the backs of one-sided lines. - Fixed: RFF files constructed incorrect full names for the files they contained. - Fixed: Checking for BUILD maps only worked if they came from unencrypted and uncompressed sources. - Fixed endianness assumption when loading external map files. - Add more parameters to the ambient sound things: * Second argument: Volume scalar. 0 and 128 are normal volume. (Where "normal" is whatever it was defined with in SNDINFO.) Other values scale it accordingly. * Third argument: Minimum distance before volume fading starts. * Fourth argument: Maximum distance at which the sound is audible. Setting either of these to 0 will use whatever they were defined with in SNDINFO. - Fix some GCC warnings. - Meh. Linux does not have itoa. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@750 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-18 10:19:00 +00:00
numsamples = length >> 2;
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
break;
default:
return retval;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
}
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
const FMOD_MODE samplemode = FMOD_3D | FMOD_OPENMEMORY | FMOD_SOFTWARE | FMOD_OPENRAW;
FMOD::Sound *sample;
FMOD_RESULT result;
result = Sys->createSound((char *)sfxdata, samplemode, &exinfo, &sample);
if (result != FMOD_OK)
{
DPrintf("Failed to allocate sample: Error %d\n", result);
return retval;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
}
- removed gl_nogl option because it was completely broken. Update to ZDoom r2226: - fixed: True color texture generation for DDS was broken. - After experimenting with Blood, I think ROLLOFF_Linear is a better choice for ambient sounds than ROLLOFF_Doom. - Added support for Blood's ambient sounds, because I thought it would be an easy way to test the new ambient sound range parameters. (Hahaha! If I hadn't had to fix all the Build/Blood stuff first, it would have been.) - Changed the ambient sounds list into a map so that it can handle more than 256 entries. - Added support for Blood's SFX loop start markers. - Fixed: Blood sound effect namespacing was broken. - Fixed: The Build loader did not set the wall texture scaling properly, either. - Fixed: The BUILD map loader did not create extsector information, and it also did not set valid sidedef references for the backs of one-sided lines. - Fixed: RFF files constructed incorrect full names for the files they contained. - Fixed: Checking for BUILD maps only worked if they came from unencrypted and uncompressed sources. - Fixed endianness assumption when loading external map files. - Add more parameters to the ambient sound things: * Second argument: Volume scalar. 0 and 128 are normal volume. (Where "normal" is whatever it was defined with in SNDINFO.) Other values scale it accordingly. * Third argument: Minimum distance before volume fading starts. * Fourth argument: Maximum distance at which the sound is audible. Setting either of these to 0 will use whatever they were defined with in SNDINFO. - Fix some GCC warnings. - Meh. Linux does not have itoa. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@750 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-18 10:19:00 +00:00
if (loopstart >= 0)
{
sample->setLoopPoints(loopstart, FMOD_TIMEUNIT_PCM, numsamples - 1, FMOD_TIMEUNIT_PCM);
}
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
retval.data = sample;
return retval;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
}
//==========================================================================
//
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
// FMODSoundRenderer :: LoadSound
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//
//==========================================================================
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
SoundHandle FMODSoundRenderer::LoadSound(BYTE *sfxdata, int length)
{
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
FMOD_CREATESOUNDEXINFO exinfo;
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
SoundHandle retval = { NULL };
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
if (length == 0) return retval;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
InitCreateSoundExInfo(&exinfo);
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
exinfo.length = length;
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
const FMOD_MODE samplemode = FMOD_3D | FMOD_OPENMEMORY | FMOD_SOFTWARE;
FMOD::Sound *sample;
FMOD_RESULT result;
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
result = Sys->createSound((char *)sfxdata, samplemode, &exinfo, &sample);
if (result != FMOD_OK)
{
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
DPrintf("Failed to allocate sample: Error %d\n", result);
return retval;
}
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
retval.data = sample;
return retval;
}
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
//==========================================================================
//
// FMODSoundRenderer :: UnloadSound
//
//==========================================================================
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
void FMODSoundRenderer::UnloadSound(SoundHandle sfx)
{
if (sfx.data != NULL)
{
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
((FMOD::Sound *)sfx.data)->release();
}
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
// FMODSoundRenderer :: GetMSLength
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//
//==========================================================================
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
unsigned int FMODSoundRenderer::GetMSLength(SoundHandle sfx)
{
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
if (sfx.data != NULL)
{
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
unsigned int length;
if (((FMOD::Sound *)sfx.data)->getLength(&length, FMOD_TIMEUNIT_MS) == FMOD_OK)
{
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
return length;
}
}
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
return 0; // Don't know.
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
}
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
//==========================================================================
//
// FMODSoundRenderer :: GetMSLength
//
//==========================================================================
unsigned int FMODSoundRenderer::GetSampleLength(SoundHandle sfx)
{
if (sfx.data != NULL)
{
unsigned int length;
if (((FMOD::Sound *)sfx.data)->getLength(&length, FMOD_TIMEUNIT_PCM) == FMOD_OK)
{
return length;
}
}
return 0; // Don't know.
}
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//==========================================================================
//
// FMODSoundRenderer :: ChannelCallback static
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//
// Handles when a channel finishes playing. This is only called when
// System::update is called and is therefore asynchronous with the actual
// end of the channel.
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
//
//==========================================================================
FMOD_RESULT F_CALLBACK FMODSoundRenderer::ChannelCallback
(FMOD_CHANNEL *channel, FMOD_CHANNEL_CALLBACKTYPE type, void *data1, void *data2)
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
{
FMOD::Channel *chan = (FMOD::Channel *)channel;
FISoundChannel *schan;
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
if (chan->getUserData((void **)&schan) == FMOD_OK && schan != NULL)
{
if (type == FMOD_CHANNEL_CALLBACKTYPE_END)
{
S_ChannelEnded(schan);
}
else if (type == FMOD_CHANNEL_CALLBACKTYPE_VIRTUALVOICE)
{
S_ChannelVirtualChanged(schan, data1 != 0);
}
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
}
return FMOD_OK;
}
//==========================================================================
//
// FMODSoundRenderer :: RolloffCallback static
//
// Calculates a volume for the sound based on distance.
//
//==========================================================================
float F_CALLBACK FMODSoundRenderer::RolloffCallback(FMOD_CHANNEL *channel, float distance)
{
FMOD::Channel *chan = (FMOD::Channel *)channel;
FISoundChannel *schan;
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
if (GRolloff != NULL)
{
Update to ZDoom r1246: - Used the one unused byte in the state structure as a flag to tell what type the NextState parameter is. The code did some rather unsafe checks with it to determine its type. - moved all state related code into a new file: p_states.cpp. - merged all FindState functions. All the different variations are now inlined and call the same function to do the real work. - did some code cleanup and reorganization in thingdef.cpp. - Replaced the translation parser for TEXTURES with FRemapTable::AddToTranslation. - To get the game name the screenshot code might as well use the globally available GameNames array instead of creating its own list. - Moved backpack names for cheat into gameinfo. - Fixed: SNDINFO must be loaded before the textures. However, this required some changes to the MAPINFO parser which tried to access the texture manager to check if the level name patches exist. That check had to be moved to where the intermission screen is set up. - Fixed: 'bloodcolor' ignored the first parameter value when given a list of integers. Please note that this creates an incompatibility between old and new versions so if you want to create something that works with both 2.2.0 and current versions better use the string format version for the color parameter! - Rewrote the DECORATE property parser so that the parser is completely separated from the property handlers. This should allow reuse of all the handler code for a new format if Doomscript requires one. - Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's defaults were larger than the parent's. - Moved A_ChangeFlag to thingdef_codeptr.cpp. - Moved translation related code from thingdef_properties.cpp to r_translate.cpp and rewrote the translation parser to use FScanner instead of strtol. - replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency. Since this was never used outside zdoom.pk3 it's not critical. - Removed support for game specific pickup messages because the only thing this was ever used for - Raven's invulnerability item - has already been split up into a Heretic and Hexen version. - Fixed: The Timidity config parser always tried to process the note number, even if it wasn't specified. - Fixed: When UpdateJoystickMenu() modifies the menu items for different controllers, the joystick axis selectors need to NULL the d.graycheck field, since this is shared by the axis sensitivity sliders' step values. - Fixed: The crosshair must be initialized after the texture manager because on the fly texture creation for graphics patches is no longer supported. - Fixed a few Linux compile errors. - Changed: Replaced weapons should not be given by generic cheats, only when explicitly giving them. - Changed 'give weapon' cheat so that in single player it only gives weapons belonging to the current game or are placed in a weapon slot to avoid giving the Chex Quest weapons in Doom and vice versa. - Fixed: The texture manager must be the first thing to be initialized because MAPINFO and DECORATE both can reference textures and letting them create their own textures is not safe. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@181 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-23 21:41:49 +00:00
return S_GetRolloff(GRolloff, distance * GDistScale, true);
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
}
else if (chan->getUserData((void **)&schan) == FMOD_OK && schan != NULL)
{
Update to ZDoom r1246: - Used the one unused byte in the state structure as a flag to tell what type the NextState parameter is. The code did some rather unsafe checks with it to determine its type. - moved all state related code into a new file: p_states.cpp. - merged all FindState functions. All the different variations are now inlined and call the same function to do the real work. - did some code cleanup and reorganization in thingdef.cpp. - Replaced the translation parser for TEXTURES with FRemapTable::AddToTranslation. - To get the game name the screenshot code might as well use the globally available GameNames array instead of creating its own list. - Moved backpack names for cheat into gameinfo. - Fixed: SNDINFO must be loaded before the textures. However, this required some changes to the MAPINFO parser which tried to access the texture manager to check if the level name patches exist. That check had to be moved to where the intermission screen is set up. - Fixed: 'bloodcolor' ignored the first parameter value when given a list of integers. Please note that this creates an incompatibility between old and new versions so if you want to create something that works with both 2.2.0 and current versions better use the string format version for the color parameter! - Rewrote the DECORATE property parser so that the parser is completely separated from the property handlers. This should allow reuse of all the handler code for a new format if Doomscript requires one. - Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's defaults were larger than the parent's. - Moved A_ChangeFlag to thingdef_codeptr.cpp. - Moved translation related code from thingdef_properties.cpp to r_translate.cpp and rewrote the translation parser to use FScanner instead of strtol. - replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency. Since this was never used outside zdoom.pk3 it's not critical. - Removed support for game specific pickup messages because the only thing this was ever used for - Raven's invulnerability item - has already been split up into a Heretic and Hexen version. - Fixed: The Timidity config parser always tried to process the note number, even if it wasn't specified. - Fixed: When UpdateJoystickMenu() modifies the menu items for different controllers, the joystick axis selectors need to NULL the d.graycheck field, since this is shared by the axis sensitivity sliders' step values. - Fixed: The crosshair must be initialized after the texture manager because on the fly texture creation for graphics patches is no longer supported. - Fixed a few Linux compile errors. - Changed: Replaced weapons should not be given by generic cheats, only when explicitly giving them. - Changed 'give weapon' cheat so that in single player it only gives weapons belonging to the current game or are placed in a weapon slot to avoid giving the Chex Quest weapons in Doom and vice versa. - Fixed: The texture manager must be the first thing to be initialized because MAPINFO and DECORATE both can reference textures and letting them create their own textures is not safe. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@181 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-23 21:41:49 +00:00
return S_GetRolloff(&schan->Rolloff, distance * schan->DistanceScale, true);
- Added ZDoom's new sound code now that $limit is working again Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-25 16:19:31 +00:00
}
else
{
return 0;
}
}
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
//==========================================================================
//
// FMODSoundRenderer :: DrawWaveDebug
//
// Bit 0: ( 1) Show oscilloscope for sfx.
// Bit 1: ( 2) Show spectrum for sfx.
// Bit 2: ( 4) Show oscilloscope for music.
// Bit 3: ( 8) Show spectrum for music.
// Bit 4: (16) Show oscilloscope for all sounds.
// Bit 5: (32) Show spectrum for all sounds.
//
//==========================================================================
void FMODSoundRenderer::DrawWaveDebug(int mode)
{
const int window_height = 100;
int window_size;
int numoutchans;
int y;
if (FMOD_OK != Sys->getSoftwareFormat(NULL, NULL, &numoutchans, NULL, NULL, NULL))
{
return;
}
// Scale all the channel windows so one group fits completely on one row, with
// 16 pixels of padding between each window.
window_size = (screen->GetWidth() - 16) / numoutchans - 16;
float *wavearray = (float*)alloca(window_size*sizeof(float));
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
y = 16;
y = DrawChannelGroupOutput(SfxGroup, wavearray, window_size, window_height, y, mode);
y = DrawChannelGroupOutput(MusicGroup, wavearray, window_size, window_height, y, mode >> 2);
y = DrawSystemOutput(wavearray, window_size, window_height, y, mode >> 4);
}
//==========================================================================
//
// FMODSoundRenderer :: DrawChannelGroupOutput
//
// Draws an oscilloscope and/or a spectrum for a channel group.
//
//==========================================================================
int FMODSoundRenderer::DrawChannelGroupOutput(FMOD::ChannelGroup *group, float *wavearray, int width, int height, int y, int mode)
{
int y1, y2;
switch (mode & 0x03)
{
case 0x01: // Oscilloscope only
return DrawChannelGroupWaveData(group, wavearray, width, height, y, false);
case 0x02: // Spectrum only
return DrawChannelGroupSpectrum(group, wavearray, width, height, y, false);
case 0x03: // Oscilloscope + Spectrum
width = (width + 16) / 2 - 16;
y1 = DrawChannelGroupSpectrum(group, wavearray, width, height, y, true);
y2 = DrawChannelGroupWaveData(group, wavearray, width, height, y, true);
return MAX(y1, y2);
}
return y;
}
//==========================================================================
//
// FMODSoundRenderer :: DrawSystemOutput
//
// Like DrawChannelGroupOutput(), but uses the system object.
//
//==========================================================================
int FMODSoundRenderer::DrawSystemOutput(float *wavearray, int width, int height, int y, int mode)
{
int y1, y2;
switch (mode & 0x03)
{
case 0x01: // Oscilloscope only
return DrawSystemWaveData(wavearray, width, height, y, false);
case 0x02: // Spectrum only
return DrawSystemSpectrum(wavearray, width, height, y, false);
case 0x03: // Oscilloscope + Spectrum
width = (width + 16) / 2 - 16;
y1 = DrawSystemSpectrum(wavearray, width, height, y, true);
y2 = DrawSystemWaveData(wavearray, width, height, y, true);
return MAX(y1, y2);
}
return y;
}
//==========================================================================
//
// FMODSoundRenderer :: DrawChannelGroupWaveData
//
// Draws all the output channels for a specified channel group.
// Setting skip to true causes it to skip every other window.
//
//==========================================================================
int FMODSoundRenderer::DrawChannelGroupWaveData(FMOD::ChannelGroup *group, float *wavearray, int width, int height, int y, bool skip)
{
int drawn = 0;
int x = 16;
while (FMOD_OK == group->getWaveData(wavearray, width, drawn))
{
drawn++;
DrawWave(wavearray, x, y, width, height);
x += (width + 16) << int(skip);
}
if (drawn)
{
y += height + 16;
}
return y;
}
//==========================================================================
//
// FMODSoundRenderer::DrawSystemWaveData
//
// Like DrawChannelGroupWaveData, but it uses the system object to get the
// complete output.
//
//==========================================================================
int FMODSoundRenderer::DrawSystemWaveData(float *wavearray, int width, int height, int y, bool skip)
{
int drawn = 0;
int x = 16;
while (FMOD_OK == Sys->getWaveData(wavearray, width, drawn))
{
drawn++;
DrawWave(wavearray, x, y, width, height);
x += (width + 16) << int(skip);
}
if (drawn)
{
y += height + 16;
}
return y;
}
//==========================================================================
//
// FMODSoundRenderer :: DrawWave
//
// Draws an oscilloscope at the specified coordinates on the screen. Each
// entry in the wavearray buffer has its own column. IOW, there are <width>
// entries in wavearray.
//
//==========================================================================
void FMODSoundRenderer::DrawWave(float *wavearray, int x, int y, int width, int height)
{
float scale = height / 2.f;
float mid = y + scale;
int i;
// Draw a box around the oscilloscope.
screen->DrawLine(x - 1, y - 1, x + width, y - 1, -1, MAKEARGB(160, 0, 40, 200));
screen->DrawLine(x + width + 1, y - 1, x + width, y + height, -1, MAKEARGB(160, 0, 40, 200));
screen->DrawLine(x + width, y + height, x - 1, y + height, -1, MAKEARGB(160, 0, 40, 200));
screen->DrawLine(x - 1, y + height, x - 1, y - 1, -1, MAKEARGB(160, 0, 40, 200));
// Draw the actual oscilloscope.
if (screen->Accel2D)
{ // Drawing this with lines is super-slow without hardware acceleration, at least with
// the debug build.
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
float lasty = mid - wavearray[0] * scale;
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
float newy;
for (i = 1; i < width; ++i)
{
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
newy = mid - wavearray[i] * scale;
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
screen->DrawLine(x + i - 1, int(lasty), x + i, int(newy), -1, MAKEARGB(255,255,248,248));
lasty = newy;
}
}
else
{
for (i = 0; i < width; ++i)
{
float y = wavearray[i] * scale + mid;
screen->DrawPixel(x + i, int(y), -1, MAKEARGB(255,255,255,255));
}
}
}
//==========================================================================
//
// FMODSoundRenderer :: DrawChannelGroupSpectrum
//
// Draws all the spectrum for a specified channel group.
// Setting skip to true causes it to skip every other window, starting at
// the second one.
//
//==========================================================================
int FMODSoundRenderer::DrawChannelGroupSpectrum(FMOD::ChannelGroup *group, float *spectrumarray, int width, int height, int y, bool skip)
{
int drawn = 0;
int x = 16;
if (skip)
{
x += width + 16;
}
while (FMOD_OK == group->getSpectrum(spectrumarray, SPECTRUM_SIZE, drawn, FMOD_DSP_FFT_WINDOW_TRIANGLE))
{
drawn++;
DrawSpectrum(spectrumarray, x, y, width, height);
x += (width + 16) << int(skip);
}
if (drawn)
{
y += height + 16;
}
return y;
}
//==========================================================================
//
// FMODSoundRenderer::DrawSystemSpectrum
//
// Like DrawChannelGroupSpectrum, but it uses the system object to get the
// complete output.
//
//==========================================================================
int FMODSoundRenderer::DrawSystemSpectrum(float *spectrumarray, int width, int height, int y, bool skip)
{
int drawn = 0;
int x = 16;
if (skip)
{
x += width + 16;
}
while (FMOD_OK == Sys->getSpectrum(spectrumarray, SPECTRUM_SIZE, drawn, FMOD_DSP_FFT_WINDOW_TRIANGLE))
{
drawn++;
DrawSpectrum(spectrumarray, x, y, width, height);
x += (width + 16) << int(skip);
}
if (drawn)
{
y += height + 16;
}
return y;
}
//==========================================================================
//
// FMODSoundRenderer :: DrawSpectrum
//
// Draws a spectrum at the specified coordinates on the screen.
//
//==========================================================================
void FMODSoundRenderer::DrawSpectrum(float *spectrumarray, int x, int y, int width, int height)
{
float scale = height / 2.f;
float mid = y + scale;
float db;
int top;
// Draw a border and dark background for the spectrum.
screen->DrawLine(x - 1, y - 1, x + width, y - 1, -1, MAKEARGB(160, 0, 40, 200));
screen->DrawLine(x + width + 1, y - 1, x + width, y + height, -1, MAKEARGB(160, 0, 40, 200));
screen->DrawLine(x + width, y + height, x - 1, y + height, -1, MAKEARGB(160, 0, 40, 200));
screen->DrawLine(x - 1, y + height, x - 1, y - 1, -1, MAKEARGB(160, 0, 40, 200));
screen->Dim(MAKERGB(0,0,0), 0.3f, x, y, width, height);
// Draw the actual spectrum.
for (int i = 0; i < width; ++i)
{
db = spectrumarray[i * (SPECTRUM_SIZE - 2) / width + 1];
db = MAX(-150.f, 10 * log10f(db) * 2); // Convert to decibels and clamp
db = 1.f - (db / -150.f);
db *= height;
top = (int)db;
if (top >= height)
{
top = height - 1;
}
// screen->Clear(x + i, int(y + height - db), x + i + 1, y + height, -1, MAKEARGB(255, 255, 255, 40));
screen->Dim(MAKERGB(255,255,40), 0.65f, x + i, y + height - top, 1, top);
}
}
Update to ZDoom r1017: - Fixed: MAPINFO's 'lookup' option should only work for actual strings but not for lump and file names. - Added a few 'activator == NULL' checks to some ACS functions. - Added line and vertex lists to polyobjects so that I can do some changes that won't work with only a seg list being maintained. (SBarInfo update #23) - Fixed: Drawing the amount of an inventory item in the player's inventory did not work - Added: PowerupTime to drawnumber and drawbar. You must specify a powerupgiver. Although drawnumber goes in seconds the powerup has left drawbar will use ticks for extra accuracy. - I have increased cross-port compatibility with Skulltag. If an unknown game mode is provided for sbarinfo's gamemode command it will ignore it and continue. - Added an option to consider intermission screens gameplay for purposes of capturing the mouse. - Changed: Telefragging should not thrust the victim if it isn't in precisely the same position as the killer. - fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned object's position. - Fixed: Ouch state was far to easy to achieve. - Made all the basic texture classes local to their implementation. They are not needed anywhere else. - Changed the HackHack hack for corrupt 256 pixel high textures that FMultiPatchTexture only calls a virtual function instead of doing any type checks of the patch itself. - Cleaned up the constant definitions in doomdata.h. - Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp because they are used only in this one file. - Removed some more typedefs from r_defs.h and doomdata.h - Moved local polyobject data definitions from p_local.h to po_man.cpp. - Renamed player_s to player_t globally to get rid of the duplicate names for this class. - Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid potential crashes in the situation that con_scaletext is 2 and somebody uses a hud message as if a hud size was specified, but forgot to actually set the hud size. - Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar into a single place. - Fixed: Setting an invalid mug shot state crashed the game. - Fixed my attempts to be clever with strings yesterday. - If an actor's current target temporarily goes unshootable, its threshold is now reset to 0, so it will more readily switch back to it. - Fixed: Deactivating the game no longer allows reverb effects to continue playing while the sound is paused. - Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of Flags. - Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung leaks and didn't allocate enough space for the fullStateName string. - Disabled DUMB's mono destination mixers. It's not like I'm ever going to target an original SoundBlaster, so they're a waste of space to have around. This trims resample.obj down to ~60k now. - Fixed: PrtScn/SysRq key did not work on Linux. - Added an alternate module replay engine that uses foo_dumb's replayer, a heavily customized version of DUMB (Dynamic Universal Music Bibliotheque). It has been slightly modified by me: * Added support for Ogg Vorbis-compressed samples in XM files ala FMOD. * Removed excessive mallocs from the replay core. * Rerolled the loops in resample.c. Unrolling them made the object file ~250k large while providing little benefit. Even at ~100k, I think it's still larger than it ought to be, but I'll live with it for now. Other than that, it's essentially the same thing you'd hear in foobar2000, minus some subsong detection features. Release builds of the library look like they might even be slightly faster than FMOD, which is a plus. - Fixed: Timidity::font_add() did not release the file reader it created. - Fixed: The SF2 loader did not free the sample headers in its destructor. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
//==========================================================================
//
// FMODSoundRenderer :: DecodeSample
//
// Uses FMOD to decode a compressed sample to a 16-bit buffer. This is used
// by the DUMB XM reader to handle FMOD's OggMods.
//
//==========================================================================
short *FMODSoundRenderer::DecodeSample(int outlen, const void *coded, int sizebytes, ECodecType type)
{
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
FMOD_CREATESOUNDEXINFO exinfo;
Update to ZDoom r1017: - Fixed: MAPINFO's 'lookup' option should only work for actual strings but not for lump and file names. - Added a few 'activator == NULL' checks to some ACS functions. - Added line and vertex lists to polyobjects so that I can do some changes that won't work with only a seg list being maintained. (SBarInfo update #23) - Fixed: Drawing the amount of an inventory item in the player's inventory did not work - Added: PowerupTime to drawnumber and drawbar. You must specify a powerupgiver. Although drawnumber goes in seconds the powerup has left drawbar will use ticks for extra accuracy. - I have increased cross-port compatibility with Skulltag. If an unknown game mode is provided for sbarinfo's gamemode command it will ignore it and continue. - Added an option to consider intermission screens gameplay for purposes of capturing the mouse. - Changed: Telefragging should not thrust the victim if it isn't in precisely the same position as the killer. - fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned object's position. - Fixed: Ouch state was far to easy to achieve. - Made all the basic texture classes local to their implementation. They are not needed anywhere else. - Changed the HackHack hack for corrupt 256 pixel high textures that FMultiPatchTexture only calls a virtual function instead of doing any type checks of the patch itself. - Cleaned up the constant definitions in doomdata.h. - Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp because they are used only in this one file. - Removed some more typedefs from r_defs.h and doomdata.h - Moved local polyobject data definitions from p_local.h to po_man.cpp. - Renamed player_s to player_t globally to get rid of the duplicate names for this class. - Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid potential crashes in the situation that con_scaletext is 2 and somebody uses a hud message as if a hud size was specified, but forgot to actually set the hud size. - Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar into a single place. - Fixed: Setting an invalid mug shot state crashed the game. - Fixed my attempts to be clever with strings yesterday. - If an actor's current target temporarily goes unshootable, its threshold is now reset to 0, so it will more readily switch back to it. - Fixed: Deactivating the game no longer allows reverb effects to continue playing while the sound is paused. - Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of Flags. - Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung leaks and didn't allocate enough space for the fullStateName string. - Disabled DUMB's mono destination mixers. It's not like I'm ever going to target an original SoundBlaster, so they're a waste of space to have around. This trims resample.obj down to ~60k now. - Fixed: PrtScn/SysRq key did not work on Linux. - Added an alternate module replay engine that uses foo_dumb's replayer, a heavily customized version of DUMB (Dynamic Universal Music Bibliotheque). It has been slightly modified by me: * Added support for Ogg Vorbis-compressed samples in XM files ala FMOD. * Removed excessive mallocs from the replay core. * Rerolled the loops in resample.c. Unrolling them made the object file ~250k large while providing little benefit. Even at ~100k, I think it's still larger than it ought to be, but I'll live with it for now. Other than that, it's essentially the same thing you'd hear in foobar2000, minus some subsong detection features. Release builds of the library look like they might even be slightly faster than FMOD, which is a plus. - Fixed: Timidity::font_add() did not release the file reader it created. - Fixed: The SF2 loader did not free the sample headers in its destructor. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
FMOD::Sound *sound;
FMOD_SOUND_FORMAT format;
int channels;
unsigned int len, amt_read;
FMOD_RESULT result;
short *outbuf;
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
InitCreateSoundExInfo(&exinfo);
Update to ZDoom r1017: - Fixed: MAPINFO's 'lookup' option should only work for actual strings but not for lump and file names. - Added a few 'activator == NULL' checks to some ACS functions. - Added line and vertex lists to polyobjects so that I can do some changes that won't work with only a seg list being maintained. (SBarInfo update #23) - Fixed: Drawing the amount of an inventory item in the player's inventory did not work - Added: PowerupTime to drawnumber and drawbar. You must specify a powerupgiver. Although drawnumber goes in seconds the powerup has left drawbar will use ticks for extra accuracy. - I have increased cross-port compatibility with Skulltag. If an unknown game mode is provided for sbarinfo's gamemode command it will ignore it and continue. - Added an option to consider intermission screens gameplay for purposes of capturing the mouse. - Changed: Telefragging should not thrust the victim if it isn't in precisely the same position as the killer. - fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned object's position. - Fixed: Ouch state was far to easy to achieve. - Made all the basic texture classes local to their implementation. They are not needed anywhere else. - Changed the HackHack hack for corrupt 256 pixel high textures that FMultiPatchTexture only calls a virtual function instead of doing any type checks of the patch itself. - Cleaned up the constant definitions in doomdata.h. - Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp because they are used only in this one file. - Removed some more typedefs from r_defs.h and doomdata.h - Moved local polyobject data definitions from p_local.h to po_man.cpp. - Renamed player_s to player_t globally to get rid of the duplicate names for this class. - Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid potential crashes in the situation that con_scaletext is 2 and somebody uses a hud message as if a hud size was specified, but forgot to actually set the hud size. - Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar into a single place. - Fixed: Setting an invalid mug shot state crashed the game. - Fixed my attempts to be clever with strings yesterday. - If an actor's current target temporarily goes unshootable, its threshold is now reset to 0, so it will more readily switch back to it. - Fixed: Deactivating the game no longer allows reverb effects to continue playing while the sound is paused. - Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of Flags. - Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung leaks and didn't allocate enough space for the fullStateName string. - Disabled DUMB's mono destination mixers. It's not like I'm ever going to target an original SoundBlaster, so they're a waste of space to have around. This trims resample.obj down to ~60k now. - Fixed: PrtScn/SysRq key did not work on Linux. - Added an alternate module replay engine that uses foo_dumb's replayer, a heavily customized version of DUMB (Dynamic Universal Music Bibliotheque). It has been slightly modified by me: * Added support for Ogg Vorbis-compressed samples in XM files ala FMOD. * Removed excessive mallocs from the replay core. * Rerolled the loops in resample.c. Unrolling them made the object file ~250k large while providing little benefit. Even at ~100k, I think it's still larger than it ought to be, but I'll live with it for now. Other than that, it's essentially the same thing you'd hear in foobar2000, minus some subsong detection features. Release builds of the library look like they might even be slightly faster than FMOD, which is a plus. - Fixed: Timidity::font_add() did not release the file reader it created. - Fixed: The SF2 loader did not free the sample headers in its destructor. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
if (type == CODEC_Vorbis)
{
exinfo.suggestedsoundtype = FMOD_SOUND_TYPE_OGGVORBIS;
}
exinfo.length = sizebytes;
result = Sys->createSound((const char *)coded,
FMOD_2D | FMOD_SOFTWARE | FMOD_CREATESTREAM |
FMOD_OPENMEMORY_POINT | FMOD_OPENONLY | FMOD_LOWMEM,
&exinfo, &sound);
if (result != FMOD_OK)
{
return NULL;
}
result = sound->getFormat(NULL, &format, &channels, NULL);
// TODO: Handle more formats if it proves necessary.
if (result != FMOD_OK || format != FMOD_SOUND_FORMAT_PCM16 || channels != 1)
{
sound->release();
return NULL;
}
len = outlen;
// Must be malloc'ed for DUMB, which is C.
outbuf = (short *)malloc(len);
result = sound->readData(outbuf, len, &amt_read);
sound->release();
if (result == FMOD_ERR_FILE_EOF)
{
memset((BYTE *)outbuf + amt_read, 0, len - amt_read);
}
else if (result != FMOD_OK || amt_read != len)
{
free(outbuf);
return NULL;
}
return outbuf;
}
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
//==========================================================================
//
// FMODSoundRenderer :: InitCreateSoundExInfo
//
// Allow for compiling with 4.26 APIs while still running with older DLLs.
//
//==========================================================================
void FMODSoundRenderer::InitCreateSoundExInfo(FMOD_CREATESOUNDEXINFO *exinfo) const
{
#if FMOD_VERSION >= 0x42600
if (ActiveFMODVersion < 0x42600)
{
// This parameter was added for 4.26.00, and trying to pass it to older
// DLLs will fail.
exinfo->cbsize = myoffsetof(FMOD_CREATESOUNDEXINFO, ignoresetfilesystem);
}
else
#endif
{
exinfo->cbsize = sizeof(*exinfo);
}
memset((BYTE *)exinfo + sizeof(exinfo->cbsize), 0, exinfo->cbsize - sizeof(exinfo->cbsize));
}