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- 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 occasional 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.) SVN r1447 (trunk)
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2 changed files with 13 additions and 3 deletions
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@ -1,4 +1,14 @@
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February 24, 2009 (Changes by Graf Zahl)
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February 25, 2009
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- Removed the delay for starting all sounds from one tic at exactly the same
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DSP position. Without also synchronizing the stopping of sounds, it can
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cause problems with things like the chainsaw where the sound is stopped and
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immediately restarted, causing occassional gaps between the stopping of the
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sound and the starting of the new one. (I added the start synchronization to
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combat flanging of paired moving polyobjects when moving around, but I think
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just removing velocity from the player for sound calculations takes care of
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that well enough.)
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February 24, 2009 (Changes by Graf Zahl)
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- Added GCC headers for intptr_t to tarray.h.
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- Added MF5_PAINLESS flag for projectiles that don't make the target go into
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the pain state.
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@ -650,7 +650,7 @@ bool FMODSoundRenderer::Init()
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if (!ShowedBanner)
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{
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Printf("FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2008.\n");
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Printf("FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.\n");
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ShowedBanner = true;
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}
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#ifdef _WIN32
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@ -1540,7 +1540,7 @@ bool FMODSoundRenderer::HandleChannelDelay(FMOD::Channel *chan, FISoundChannel *
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}
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else
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{
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chan->setDelay(FMOD_DELAYTYPE_DSPCLOCK_START, DSPClock.Hi, DSPClock.Lo);
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// chan->setDelay(FMOD_DELAYTYPE_DSPCLOCK_START, DSPClock.Hi, DSPClock.Lo);
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}
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return true;
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}
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