- Fixed: Sounds apparently don't default to location 0,0,0 so I need to set

that explicitly for 2D sounds in 3D mode.
- Fixed: I had forgotten to actually set the head relative flag for 2D sounds
  played in 3D.
- Fixed: Reverb was applied to digital music in software 3D mode.

SVN r793 (trunk)
This commit is contained in:
Randy Heit 2008-03-11 03:19:16 +00:00
parent 9b6d764512
commit 5f746bea5e
2 changed files with 28 additions and 5 deletions

View file

@ -1,3 +1,15 @@
March 10, 2008
- EAX is a pain in the butt to get it to work reliably. Why? I can get the
reverb to work just fine with software, but with hardware, I hear nothing
special at all.
- Fixed: Sounds apparently don't default to location 0,0,0 so I need to set
that explicitly for 2D sounds in 3D mode.
- Fixed: I had forgotten to actually set the head relative flag for 2D sounds
played in 3D.
- Fixed: Reverb was applied to digital music in software 3D mode. I tried
turning off reverb for 2D sounds too, but that turned it off for _all_
subsequent sounds and not that specific channel.
March 9, 2008 (Changes by Graf Zahl) March 9, 2008 (Changes by Graf Zahl)
- fixed: StreamSong::SetPosition required a NULL pointer check. - fixed: StreamSong::SetPosition required a NULL pointer check.
- fixed: The release build still linked to the old FMOD version. - fixed: The release build still linked to the old FMOD version.

View file

@ -277,8 +277,15 @@ public:
} }
Channel->setChannelGroup(Owner->MusicGroup); Channel->setChannelGroup(Owner->MusicGroup);
Channel->setVolume(volume); Channel->setVolume(volume);
Channel->setPaused(false); if (Owner->Sound3D)
{ // Ensure reverb is disabled when using 3D sound.
FMOD_REVERB_CHANNELPROPERTIES reverb;
if (FMOD_OK == Channel->getReverbProperties(&reverb))
{
reverb.Room = -10000;
Channel->setReverbProperties(&reverb);
}
}
if (normalize) if (normalize)
{ // Attach a normalizer DSP unit to the channel. { // Attach a normalizer DSP unit to the channel.
result = Owner->Sys->createDSPByType(FMOD_DSP_TYPE_NORMALIZE, &DSP); result = Owner->Sys->createDSPByType(FMOD_DSP_TYPE_NORMALIZE, &DSP);
@ -287,6 +294,7 @@ public:
Channel->addDSP(DSP); Channel->addDSP(DSP);
} }
} }
Channel->setPaused(false);
return true; return true;
} }
@ -891,16 +899,19 @@ long FMODSoundRenderer::StartSound(sfxinfo_t *sfx, float vol, float sep, int pit
chan->setFrequency(freq); chan->setFrequency(freq);
chan->setVolume(vol); chan->setVolume(vol);
chan->setPan(sep); chan->setPan(sep);
chan->setPaused(false);
if (Sound3D) if (Sound3D)
{ { // Make 2D sounds head relative.
FMOD_MODE mode; FMOD_MODE mode;
if (FMOD_OK == chan->getMode(&mode)) if (FMOD_OK == chan->getMode(&mode))
{ {
mode = (mode & ~FMOD_3D_WORLDRELATIVE) | (FMOD_3D_HEADRELATIVE); mode = (mode & ~FMOD_3D_WORLDRELATIVE) | (FMOD_3D_HEADRELATIVE);
chan->setMode(mode);
} }
FMOD_VECTOR zero = { 0, 0, 0 };
chan->set3DAttributes(&zero, &zero);
} }
chan->setPaused(false);
ChannelMap[channel].channelID = chan; ChannelMap[channel].channelID = chan;
ChannelMap[channel].soundID = id; ChannelMap[channel].soundID = id;
ChannelMap[channel].bIsLooping = looping; ChannelMap[channel].bIsLooping = looping;
@ -952,7 +963,7 @@ void FMODSoundRenderer::StopSound(long handle)
{ {
ChannelMap[handle].channelID->stop(); ChannelMap[handle].channelID->stop();
UncheckSound(&S_sfx[ChannelMap[handle].soundID], ChannelMap[handle].bIsLooping); UncheckSound(&S_sfx[ChannelMap[handle].soundID], ChannelMap[handle].bIsLooping);
ChannelMap[handle].soundID = 0; ChannelMap[handle].soundID = -1;
} }
} }