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Fixed significant distortion of sound effects with FMOD Studio API
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1 changed files with 11 additions and 0 deletions
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@ -2758,6 +2758,16 @@ std::pair<SoundHandle,bool> FMODSoundRenderer::LoadSoundRaw(BYTE *sfxdata, int l
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exinfo.defaultfrequency = frequency;
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exinfo.defaultfrequency = frequency;
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switch (bits)
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switch (bits)
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{
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{
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#if FMOD_STUDIO
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case -8:
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// Need to convert sample data from signed to unsigned.
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for (int i = 0; i < length; i++)
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{
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sfxdata[i] ^= 0x80;
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}
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case 8:
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#else // !FMOD_STUDIO
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case 8:
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case 8:
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// Need to convert sample data from unsigned to signed.
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// Need to convert sample data from unsigned to signed.
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for (int i = 0; i < length; ++i)
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for (int i = 0; i < length; ++i)
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@ -2766,6 +2776,7 @@ std::pair<SoundHandle,bool> FMODSoundRenderer::LoadSoundRaw(BYTE *sfxdata, int l
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}
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}
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case -8:
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case -8:
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#endif // FMOD_STUDIO
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exinfo.format = FMOD_SOUND_FORMAT_PCM8;
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exinfo.format = FMOD_SOUND_FORMAT_PCM8;
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numsamples = length;
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numsamples = length;
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break;
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break;
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