Commit Graph

4144 Commits

Author SHA1 Message Date
Chris Robinson 075c5d872d Always use the pitch multiplier when underwater 2014-06-22 22:22:45 -07:00
Chris Robinson b2f9430fb1 Use the correct diffusion value for reverb
I don't know what the Density and Diffusion values correspond to, but
EnvDiffusion is the actual diffusion setting.
2014-06-22 19:38:47 -07:00
Chris Robinson a434af92ee Handle sounds marked as 'area sounds'
Note, the area radius is 128 units for it to actually do something, unlike FMOD
where it's only 32.
2014-06-22 19:35:09 -07:00
Chris Robinson 845e369b87 Don't set a room rolloff factor
The reverb engine already handles an initial attenuation based on the
attenuation of the dry path.
2014-06-20 05:03:20 -07:00
Chris Robinson f0c9aae670 Rework manual rolloff handling
For distance models OpenAL doesn't handle, alter the source's distance to get
the appropriate attenuation instead of the source's gain.
2014-06-20 04:38:48 -07:00
Chris Robinson ef7ce41d07 Don't purge sources in an initial state 2014-06-20 01:17:48 -07:00
Chris Robinson fb07f7ef07 Cast OpenAL IDs to/from void* 2014-06-20 01:12:47 -07:00
Chris Robinson 906b828d87 Partially implement OpenALSoundRenderer::SetInactive 2014-06-20 00:41:19 -07:00
Chris Robinson 42fdc3c059 Use structs to store available extensions 2014-06-19 23:49:46 -07:00
Chris Robinson 0f234fb36d Remove an unused function 2014-06-19 23:10:36 -07:00
Chris Robinson 4f6861d798 Move specific decoder classes to separate headers 2014-06-19 23:03:13 -07:00
Chris Robinson e2708c8b3e Cleanup creating decoders 2014-06-19 22:46:46 -07:00
Chris Robinson 9f493fca5f Move the generic DecodeSample implementation to the base class 2014-06-19 22:42:12 -07:00
Chris Robinson 72ddc0d935 Remove a non-existent friend class 2014-06-19 22:33:39 -07:00
Chris Robinson a661797aa8 Be less noisey about loop points 2014-06-19 22:31:19 -07:00
Chris Robinson 73d8659f23 Remove an unnecessary cast 2014-06-19 22:21:05 -07:00
Chris Robinson 07a50c604e Use the correct formatter type 2014-06-19 22:13:20 -07:00
Chris Robinson e39165655d Don't call the sfx volume cvar callback in the OpenALSoundRenderer constructor
I_InitSound already does that after creating it.
2014-06-19 21:51:16 -07:00
Chris Robinson 364065f121 Handle file sources with mpg123 2014-06-19 20:14:16 -07:00
Chris Robinson 1310a4a814 Fix libsndfile file handler 2014-06-19 18:35:12 -07:00
Chris Robinson eeae36fbf7 Rename the decoder sources 2014-06-19 17:53:37 -07:00
Chris Robinson b1c98acf33 Close the file handle in the sndfile decoder 2014-06-19 17:50:03 -07:00
Chris Robinson 73d51a4446 Check for ID3 tags in MPG123Decoder::open 2014-06-19 17:19:59 -07:00
Chris Robinson 77b1febd0e Add an mp3 decoder using libmpg123
Does not currently handle direct file sources
2014-06-19 06:40:27 -07:00
Chris Robinson 14618cbf30 Remove use of SDL_sound 2014-06-19 04:33:00 -07:00
Chris Robinson b38589e2dc Implement and use a libsndfile decoder 2014-06-19 04:13:42 -07:00
Chris Robinson 5370a1cb46 Add a SoundDecoder base class and a stub method to create one 2014-06-19 01:00:46 -07:00
Chris Robinson b94a2949e5 Don't use air absorption for being underwater 2014-06-18 23:41:45 -07:00
Chris Robinson 34c9a47435 Fix some typos 2014-06-17 23:11:19 -07:00
Chris Robinson cd550cf9b6 Merge remote-tracking branch 'origin/master' into openal 2014-06-17 22:08:03 -07:00
Edward Richardson 2d896d2b47 Added wi_autoadvance
- Prevents an absent player from stopping the intermission
2014-06-17 20:26:49 +12:00
Edward Richardson a3a7ee569f Multi-intermission waits for all players + changes
- Added a segment of code that now makes the intermission wait for all
players before advancing, instead of continuing on any player. A "ready
icon" shows to reflect this.

- The Deathmatch intermisson couldn't show the ready icon (because it
just used the ingame scoreboard), so a proper intermission was added,
which reflects the same design as the coop scoreboard.

- The colour column wasted more space then it should have needed, so it
was replaced with player colour backgrounds.

- Slight y offset adjustments to make everything fit in 320x200
properly.
2014-06-17 19:46:10 +12:00
Chris Robinson 7ff7c151a8 Merge remote-tracking branch 'origin/master' into openal
Conflicts:
	src/CMakeLists.txt
2014-06-15 12:04:15 -07:00
Chris Robinson 82de7e6357 Convert line-endings 2014-06-15 11:36:49 -07:00
Chris Robinson 0e21057a2a Merge remote-tracking branch 'origin/openal' into openal
Conflicts:
	src/sound/fmodsound.cpp
	src/sound/oalsound.cpp
	src/sound/oalsound.h
2014-06-15 09:59:24 -07:00
Chris Robinson 160e70f8f2 Fix getting the actual device name 2014-06-15 09:27:00 -07:00
Edward Richardson 2838c4b25b Prediction was rebuilding too much thinglist data
- Stopped player prediction from rebuilding more sector list data then
the player originally had.
2014-06-16 03:34:33 +12:00
WChrisK 67c6690689 Added a check that doesn't print empty obituary strings, as wad's that hide obituary strings in multiplayer games end up spamming a lot of empty lines. 2014-06-11 23:30:25 -04:00
Edward Richardson 842ef86e73 Don't reset the inventory of dead players 2014-06-09 19:54:40 +12:00
alexey.lysiuk 20adcecb1d Remove redundant saving of GL nodes if they were loaded from cache 2014-06-02 10:54:52 +02:00
alexey.lysiuk 3e7b0c2916 Fix crash when GL nodes file cannot be opened for writing
Report errors to console if nodes file cannot be opened or written
2014-06-02 10:53:29 +02:00
Christoph Oelckers 9cd074ddf3 - fixed: plane equation vectors must be normalized when being loaded from UDMF. 2014-06-02 10:51:17 +02:00
alexey.lysiuk 96e4cb90b7 Fix crash on attempt to save cached OpenGL nodes on OS X
Root permissions are required to be able to create directories inside /Library/Application Support
So user's ~/Library/Application Support is used to store cached nodes
2014-06-01 15:12:41 +03:00
Christoph Oelckers 90ac160b70 Merge branch 'upstream2' of https://github.com/Edward850/zdoom 2014-06-01 09:04:37 +02:00
Christoph Oelckers f1661f1419 Merge branch 'upstream' of https://github.com/Edward850/zdoom 2014-06-01 09:04:09 +02:00
Edward Richardson 3817bed0b3 Weap scroll could sometimes miss sameslot weapons
In rear cases, when using next/prevweap, defined weapons in the same
slot couldn't cycle when looping to another when you only had weapons in
1 slot.
2014-06-01 18:13:47 +12:00
Edward Richardson e8513a64ed Rebuild nodes for hellfact map04 2014-06-01 15:32:43 +12:00
alexey.lysiuk 98c25deec1 Fix LZMA compilation on GCC with position-independent code (PIC) generation enabled
EBX register is used Global Offset Table in PIC
http://www.greyhat.ch/lab/downloads/pic.html
2014-05-31 16:29:28 +03:00
Christoph Oelckers 8f5683e23d - moved secret found message to string table and removed the CVAR crutch that dates from a time when modifying string table content wasn't as easy as it is now.
- added 'showsecretsector' CVAR to show the sector number with the secret found message.
2014-05-29 17:50:14 +02:00
Christoph Oelckers 75cde0b221 - allow locks to check for a key's species so that newly defined keys can open previously defined locks without the need to redefine them. 2014-05-29 17:30:01 +02:00