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- 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
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parent
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58 changed files with 1685 additions and 641 deletions
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@ -287,7 +287,11 @@ player_s::player_s()
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crouchdir(0),
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crouchfactor(0),
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crouchoffset(0),
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crouchviewdelta(0)
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crouchviewdelta(0),
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ConversationNPC(0),
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ConversationPC(0),
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ConversationNPCAngle(0),
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ConversationFaceTalker(0)
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{
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memset (&cmd, 0, sizeof(cmd));
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memset (&userinfo, 0, sizeof(userinfo));
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@ -321,6 +325,8 @@ size_t player_s::FixPointers (const DObject *old, DObject *rep)
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if (last_mate == old) last_mate = replacement, changed++;
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if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
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if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
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if (ConversationNPC == old) ConversationNPC = replacement, changed++;
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if (ConversationPC == old) ConversationPC = replacement, changed++;
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return changed;
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}
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@ -337,6 +343,8 @@ size_t player_s::PropagateMark()
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GC::Mark(mate);
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GC::Mark(last_mate);
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GC::Mark(ReadyWeapon);
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GC::Mark(ConversationNPC);
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GC::Mark(ConversationPC);
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if (PendingWeapon != WP_NOCHANGE)
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{
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GC::Mark(PendingWeapon);
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@ -2426,7 +2434,11 @@ void player_s::Serialize (FArchive &arc)
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<< BlendB
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<< BlendA
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<< accuracy << stamina
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<< LogText;
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<< LogText
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<< ConversationNPC
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<< ConversationPC
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<< ConversationNPCAngle
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<< ConversationFaceTalker;
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for (i = 0; i < MAXPLAYERS; i++)
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arc << frags[i];
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