Commit Graph

252 Commits

Author SHA1 Message Date
Christoph Oelckers 5e1c79c050 - floatified the rest of p_mobj_cpp and removed a large part of the conversion cruft from the headers that was needed to keep the code compileable. 2016-03-28 12:03:07 +02:00
Christoph Oelckers 35bb686281 - floatification of sector_t::centerspot. 2016-03-26 09:38:58 +01:00
Christoph Oelckers 8e13d13916 - floatified the automap. 2016-03-25 21:54:59 +01:00
Christoph Oelckers fb8e03d5eb - floatified FLineOpening.
- some smaller fixes.
2016-03-25 18:43:37 +01:00
Christoph Oelckers f8cf4bcf3d - trimmed down the AActor Spawn interface and removed all non-float variants.
This still needs some cleanup in a few calling functions.
2016-03-23 10:42:41 +01:00
Christoph Oelckers 51b05d331d - replaced AActor::vel and player_t::Vel with a floating point version.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.

Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
2016-03-20 00:54:18 +01:00
Christoph Oelckers 671291227e - first stage of converting actor angles to float complete
Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
2016-03-16 12:41:26 +01:00
Christoph Oelckers 651817fad7 - made AActor::velx/y/z and player_t::velx/y fixedvec's.
(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
2016-03-12 14:11:43 +01:00
Randy Heit 55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers 58d3b04590 - fixed some places in p_pillar.cpp where sector plane z's were calculated at (0, 0) which could cause overflows if the actual plane is too far away from the origin.
- renamed sector_t::soundorg in centerspot, changed the type to a fixedvec2 and removed the CenterSpot #define.

Since this thing was used in lots of places that have nothing to do with sound the name made no sense. Having it as a fixed_t array also made it clumsy to use and the CenterSpot #define used a potentially dangerous type cast.
2016-02-24 14:49:59 +01:00
Christoph Oelckers 6adb069506 - rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
This was to resolve some circular dependencies with the portal code.
The most notable changees:

 * FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
 * split off the parts from p_maputl into a separate header.
 * consolidated all blockmap related data into p_blockmap.h
 * split off the polyobject parts into po_man.h
2016-02-15 02:14:34 +01:00
Christoph Oelckers 158caf78a0 - more float to double conversion.
In particular this removes all assignments of FIXED2FLOAT to double variables because they not only lose precision but also generate unnecessary code.
2016-02-11 21:33:30 +01:00
Christoph Oelckers 6d0ef7a9da - added conversion macros to convert floating point angles to angle_t, using xs_Float.h, and replaced all occurences in the code with them (let's hope I found everything.)
Converting a floating point value that is out of range for a signed integer will result in 0x80000000 with SSE math, which is used exclusively for this purpose on modern Visual C++ compilers, so this cannot be used anywhere.
On ARM there's problems with float to unsigned int conversions.

xs_Float does not depend on these
2016-02-08 12:10:53 +01:00
Christoph Oelckers 8da6483223 - fixed some places where FStrings were incorrectly used.
- replace all implicit conversions from FString to const char * in the header files (so that it can be test compiled with the implicit type conversion turned off without throwing thousands of identical errors.)
2016-02-05 10:40:45 +01:00
Randy Heit b3b0886b64 Merge branch 'scripting'
Conflicts:
	src/actor.h
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_blastradius.cpp
	src/p_enemy.cpp
	src/p_enemy.h
	src/thingdef/thingdef.h
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/constants.txt
2016-02-04 15:17:22 -06:00
Christoph Oelckers f2666f70dd - removed unneeded check for 'listenactor' in S_UpdateSounds. 2016-01-27 09:56:40 +01:00
Braden Obrzut 88a616da75 - Removed what appears to be a debug breakpoint.
- Cleared some GCC and Clang warnings. Mostly static analysis false positives, but one of them generated a pretty massive warning in a release build.
- Use -Wno-unused-result since I doubt we're going to address those unless they actually prove to be a problem (and they only appear in release builds).
2016-01-23 19:36:13 -05:00
Christoph Oelckers 4b9647e539 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/g_hexen/a_hexenspecialdecs.cpp
	src/g_strife/a_thingstoblowup.cpp
	src/thingdef/thingdef_codeptr.cpp
2016-01-20 11:45:57 +01:00
Christoph Oelckers 7ea3e49332 - refactored p_mobj.cpp and the first half of p_map.cpp. 2016-01-20 01:48:57 +01:00
Christoph Oelckers b73e1e65f5 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/p_local.h
	src/thingdef/thingdef_codeptr.cpp
2016-01-19 20:17:34 +01:00
Christoph Oelckers 7658111566 - refactoriung of thingdef_codeptr.cpp - probably the ugliest file in the entire project... 2016-01-19 20:15:45 +01:00
Christoph Oelckers cfcd2668cc Merge commit '772a5724313f2ad0bd6828fcc28545a9ee5e6068' into scripting
Conflicts:
	src/p_pspr.cpp
	src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:00:45 +01:00
Christoph Oelckers fbaab5044d Merge commit '38df0665e3a2018cf1d0028a36357df6c7e908e9' into scripting
Conflicts:
	src/d_dehacked.cpp
	src/decallib.cpp
	src/g_hexen/a_clericstaff.cpp
	src/p_interaction.cpp
	src/p_local.h
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/constants.txt
	wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:50:34 +01:00
Christoph Oelckers 5e975ac9f6 - extended $mididevice to add an optional parameter, which has the following meaning for the different MIDI devices:
* OPL: specify the core to use for playing this song
* FluidSynth: specify a soundfont that should be used for playing the song.
* WildMidi: specify a config file that should be used for playing the song.
* Timidity++: specify an executable that should be used for playing the song. At least under Windows this allows using Timidity++ with different configs if the executable and each single config are placed in different directories.
* GUS: currently not operational, but should later also specify the config. This will need some work, because right now this is initialized only when the sound system is initialized.
* all other: no function.

These options should mainly be for end users who want to fine-tune how to play the music.
2015-12-31 23:03:53 +01:00
Christoph Oelckers 1e0366f98f - fixed: $musicalias must be resolved before comparing for equality with the currently playing music. 2015-11-25 13:27:35 +01:00
Christoph Oelckers 2e0f999fea Merge branch 'master' into scripting
Conflicts:
	src/p_effect.cpp
	src/p_effect.h
	src/p_local.h
	src/p_map.cpp
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/actor.txt
	wadsrc/static/actors/shared/inventory.txt
	zdoom.vcproj
2015-04-28 14:45:13 +02:00
Christoph Oelckers d6e3fc0567 Merge commit 'fb9231a38db2025eb77bfd246f36d985cbbccd2e' into scripting
Conflicts:
	src/info.cpp
	src/thingdef/thingdef_expression.cpp
	wadsrc/static/actors/constants.txt

(Scripting branch update part 2)
2015-04-28 09:57:01 +02:00
Christoph Oelckers 13fb76db21 - changed lump reader setup for music so that for uncompressed data it opens a new FILE instead of caching the lump.
This reinstates behavior of pre-OpenAL versions but still uses the FileReader interface to keep the simplified code of the OpenAL branch.
2015-04-26 23:28:05 +02:00
Christoph Oelckers 4294b94728 - since Wads.ReopenLumpNum already performs caching on the lump data it is not really necessary anymore to maintain a separate musiccache, so this code can be removed. 2015-04-26 22:09:19 +02:00
Christoph Oelckers 6bb79be85c - got rid of std::auto_ptr, courtesy of Blzut3's patch. 2015-04-25 17:50:57 +02:00
Christoph Oelckers dccd35ef29 - uncoupled OpenAL music updates from UpdateSounds.
UpdateSounds will not be called during screen wipes and the entire setup of this function suggests that this is not advisable at all.
The OpenAL stream updates were done deep inside this function implicitly.
This caused music to stop while a wipe was in progress. So in order to allow uninterrupted music playback during screen wipes the music updates need to be handled separately from sound updates and be called both in the main loop and the wipe loop.

I think that the OpenAL music updating should be offloaded to a separate thread but at least it's working now without causing interruptions during wipes.
2015-04-25 10:26:14 +02:00
Christoph Oelckers 1f2a431d15 Merge branch 'master' into openal 2015-04-24 09:21:06 +02:00
Randy Heit a7ff9478a7 Fixed: S_PrecacheLevel() could create orphan channels
- S_PrecacheLevel() must also mark currently playing sounds as
  used. If we don't, the sound could be unloaded and the underlying
  channel stopped without triggering a channel callback. That would leave
  the code in s_sound.cpp thinking the sound is still playing even though
  it isn't.
- Added an invalid channel check to FMODSoundRenderer::StopChannel() so
  that orphan channels passed to it will be returned at least when
  S_StopAllChannels() is called.
2015-04-22 20:33:08 -05:00
Braden Obrzut 98b2475fb8 - Fixed: Loading music from an external file was broken. 2015-03-25 17:28:05 -04:00
Christoph Oelckers c249157876 Merge branch 'master' into openal 2015-03-24 17:59:08 +01:00
Christoph Oelckers c4f932022c - added 'listsoundchannels' CCMD for debugging. 2015-02-07 16:44:24 +01:00
Chris Robinson a8348b13de Merge remote-tracking branch 'zdoom/master' into openal
Conflicts:
	output_sdl/CMakeLists.txt
	src/namedef.h
2015-01-15 13:08:05 -08:00
Randy Heit b5e4153c78 Merge branch 'master' into gonesolong
Conflicts:
	src/CMakeLists.txt
	src/b_think.cpp
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_clericstaff.cpp
	src/g_hexen/a_fighterplayer.cpp
	src/namedef.h
	src/p_enemy.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/p_teleport.cpp
	src/sc_man_tokens.h
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_function.cpp
	src/thingdef/thingdef_parse.cpp
	wadsrc/static/actors/actor.txt
	wadsrc/static/actors/constants.txt
	wadsrc/static/actors/shared/inventory.txt

- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
  were added to thingdef_function.cpp over the past year, as this file no
  longer exists in this branch.
2014-12-21 21:15:11 -06:00
Randy Heit 2d87eb0ba2 Merge branch 'master' into gonesolong
Conflicts:
	src/CMakeLists.txt
	src/actor.h
	src/g_heretic/a_hereticmisc.cpp
	src/g_heretic/a_hereticweaps.cpp
	src/g_heretic/a_ironlich.cpp
	src/info.h
	src/namedef.h
	src/p_buildmap.cpp
	src/p_enemy.cpp
	src/p_map.cpp
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	zdoom.vcproj
2014-12-20 19:13:14 -06:00
Edward Richardson 16e0f79fd7 Fix alt-tabbed desync with demos
- Fixed: Stop the game timer if the window looses focus
2014-11-11 02:18:52 +13:00
Christoph Oelckers ef5707d73b - added a compatibility option for stopping sounds when the owning actor is destroyed. 2014-10-25 12:12:06 +02:00
Chris Robinson b8e3f99ce6 Merge remote-tracking branch 'zdoom/master' into openal
Conflicts:
	src/s_sound.cpp
2014-09-22 18:24:55 -07:00
Christoph Oelckers 1b13e6be98 -. fixed:S_LoadSound passed the wrong value for the lump size parameter to LoadSoundVoc. 2014-09-15 11:24:48 +02:00
Chris Robinson 77cce303ef Fix merge conflict properly 2014-09-09 15:11:26 -07:00
Randy Heit 449a17c2f4 Correctly assign the sample rate for all Blood SFX formats
- Blood can do 44100 Hz sounds!
2014-07-29 21:09:29 -05:00
Chris Robinson 6e64545725 Simplify some branching 2014-06-28 01:32:06 -07:00
Chris Robinson a630c47e6a Remove a redundant call 2014-06-27 22:09:03 -07:00
Chris Robinson d55dfcdb1d Pass the correct size to LoadSoundVoc 2014-06-27 22:05:11 -07:00
Chris Robinson 1a40c95f84 Rename some FMOD references to be generic sound system
Since they relates to other sound backends as well, there's no need to single
out FMOD in these places.
2014-06-26 16:58:18 -07:00
Chris Robinson 0017e1e6e8 Use a FileReader to handle music resources and audio decoding
Instead of the previous method where there'd be a filename and offset, and/or a
memory pointer, this uses a class to access resource data regardless of its
underlying form.
2014-06-25 04:25:36 -07:00
Randy Heit 9c86f1c220 Merge branch 'master' into scripting for plugged userinfo memory leak
Conflicts:
	src/d_player.h
	src/p_interaction.cpp
	src/thingdef/thingdef_codeptr.cpp
2013-07-23 21:01:13 -05:00
Randy Heit 23e21cc85e - Fixed: S_IsChannelUsed() is declared as static, so it should be defined
as such, too.
2013-07-01 22:02:46 -05:00
Randy Heit 459ad5abff - Updated scripting branch to latest version in trunk.
SVN r4337 (scripting)
2013-06-07 03:31:30 +00:00
Randy Heit 1b9c71b252 - Added S_ChangeSoundVolume() to change the volume of an already playing sound, accessible
through the new ACS function SoundVolume.

SVN r4318 (trunk)
2013-06-01 17:46:50 +00:00
Braden Obrzut b096c7a82f - Fixed: changemap allowed changing the map in "demo mode."
- Fixed: Crash when using the console at the title screen.

SVN r4182 (trunk)
2013-03-15 21:41:01 +00:00
Randy Heit ba0e0c2914 - Fixed: Don't start the MAPINFO music just to have it replaced by the saved music when returning to a level in a hub.
SVN r4175 (trunk)
2013-03-08 02:34:26 +00:00
Randy Heit be0845acf1 - Moved all BorderNeedRefresh and SB_state updating code into separate functions that won't crash if screen is NULL.
SVN r4167 (trunk)
2013-02-27 03:10:25 +00:00
Randy Heit e7efa1d802 - Update to latest version in trunk.
SVN r3890 (scripting)
2012-10-17 04:24:54 +00:00
Randy Heit 59638acb7c - Fixed: MUSINFO must be parsed after MAPINFO, since it needs the entries created by MAPINFO.
SVN r3858 (trunk)
2012-08-30 03:00:37 +00:00
Randy Heit 11a0298f33 - Deactivate the master DSP unit when pausing the sound on title maps as well as on regular maps.
SVN r3857 (trunk)
2012-08-28 04:08:48 +00:00
Randy Heit 625482aaeb - Added actors' BounceSound, WallBounceSound, and CrushPainSound to preloading.
- Moved marking of actor sounds for precaching into a virtual Actor function.

SVN r3838 (trunk)
2012-08-22 23:17:49 +00:00
Randy Heit 9d82c7fa0e - Added PrecacheSounds mapinfo option. This takes a list of sounds to preload when the level is
loaded.

SVN r3837 (trunk)
2012-08-22 22:36:06 +00:00
Randy Heit 3ddac32b4f - Because setting a DSP unit inactive completely ceases all processing on it, including timing,
sounds queued up while the Channel Group Target Unit is inactive will all play at the same time
  once the unit is made active. To avoid this, it is now only deactivated when the gamestate is
  GS_LEVEL. Otherwise, it just gets muted. Fixes http://forum.zdoom.org/viewtopic.php?f=2&t=33592 "Strife voices overlap"

SVN r3818 (trunk)
2012-08-10 03:49:50 +00:00
Randy Heit 562cf04db2 - Update scripting branch to trunk.
SVN r3758 (scripting)
2012-07-14 03:04:41 +00:00
Christoph Oelckers a2c975bf30 - fixed: stommus CCMD did not clear the last played song so it got restarted if a volume change occured
SVN r3710 (trunk)
2012-06-24 12:38:23 +00:00
Christoph Oelckers ba9f29531e - fixed: The music name wasn't recorded when a song was started with music volume set to 0.
SVN r3683 (trunk)
2012-06-09 14:41:18 +00:00
Randy Heit 45027e4620 - Added SNDINFO $attenuation command. This multiplies the attenuation passed to S_Sound. e.g.
$attenuation Boom 0
  Will make the "Boom" sound play with 0 attenuation, or in other words, at full volume throughout
  the level.

SVN r3629 (trunk)
2012-05-07 01:16:56 +00:00
Randy Heit 9c1e03a21b - In S_Shutdown(), stop the song and forget traces of it so that people who feel like setting
snd_musicvolume in their atexit don't crash because it tries to restart the song at the new
  volume.

SVN r3570 (trunk)
2012-04-19 02:27:10 +00:00
Randy Heit 78d28dedda - Fixed: S_ChangeMusic() would not necessarily restart non-looping songs that had finished playing.
SVN r3462 (trunk)
2012-03-22 21:09:20 +00:00
Randy Heit 540473cbe0 - Fixed: Sound limiting applied even to sounds that were already playing on the same
actor+channel. Since in this case, it's really just restarting the sound, it shouldn't limit
  it. (Since it's already playing, we know the limit wasn't exceeded when it started playing, so
  it shouldn't be exceeded if we restart it now.)


SVN r3355 (trunk)
2012-02-12 02:41:55 +00:00
Randy Heit 68fbd75897 - Fixed compilation with FMOD 4.38+. The removal of hardware voices and EAX was a fairly
major change, so I'm making no provisions for using older FMOD DLLs when compiled with the
  4.38 API. However, sound positioning is still broken like in 4.28, so you are recommended
  to continue building with 4.26. Also, the Freeverb-based DSP unit is no longer present in
  FMOD, so the underwater effect is currently unavailable when using 4.38 until I can figure
  out how to make it work with the SFX Reverb unit instead. (And on that topic, the Freeverb
  DSP was officially only for stereo outputs, so I really shouldn't have been using it in the
  first place.)
- Since I would like to eventually figure out the sound positioning issues with the newer
  FMODs, the following have been added:
  * snd_drawoutput now labels its outputs with the speakers they represent.
  * DCanvas::DrawTextA was added as an alias for DrawText, since the Windows headers #define
    DrawText to a Unicode/non-Unicode variant.
  * The loopsound console command was added to spawn an actor at the player's location and
    have it loop a sound infinitely.
  Hopefully I can figure it out. FMOD's 3D example works, so I assume the problem lies with
  my code, though I don't really know where to begin looking for the problem.

SVN r3350 (trunk)
2012-02-10 00:53:50 +00:00
Christoph Oelckers 163301dcd5 - took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it.
SVN r3259 (trunk)
2011-07-06 14:20:54 +00:00
Randy Heit 1579fd1c1c - Fixed: Selecting TiMidity++ as a MIDI device without a working timidity.exe, then switching to a different MIDI device would leave music silent until a new song was started.
(The discrepancy between mus_playing.handle and currSong is one which should probably be handled properly at some point.)

SVN r3212 (trunk)
2011-05-20 00:26:22 +00:00
Christoph Oelckers 770a879f6a - fixed: The TouchedActors array in the Dehacked parser was not freed after parsing was done.
- Initialize the alt HUD explicitly in D_DoomMain.
- don't let S_UnloadReverbDef leave a broken list of sound environments behind.
- Added more code to explicitly delete data before initializing it.

SVN r3039 (trunk)
2010-12-15 00:09:31 +00:00
Christoph Oelckers f0f17e531c - move static AM color initialization into the AM_StaticInit function.
- move D_LoadWadSettings to keysections.cpp.
- made some more data reloadable.
- data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here...
- fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs.
- fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.)


SVN r3036 (trunk)
2010-12-14 00:50:02 +00:00
Christoph Oelckers 2fcf1af21b - added a $musicalias command to SNDINFO that allows remapping of music tracks. Mapping to 'none' means that starting the remapped song will have no effect at all. There's one limitation though: If you load a WAD with the same music name after the one with the SNDINFO lump the mapping will be ignored. This is so that music resources can use this command without interfering with WADs that replace the music with their own.
SVN r3002 (trunk)
2010-11-08 17:24:27 +00:00
Christoph Oelckers 0490c35347 - added Edward-san's improvements for changemus command.
SVN r2902 (trunk)
2010-10-05 22:35:59 +00:00
Christoph Oelckers 5ff3b3f329 - added Gez's VOC loader.
SVN r2901 (trunk)
2010-10-05 22:31:22 +00:00
Christoph Oelckers 5464676603 - cleaned up i_music.cpp.
SVN r2866 (trunk)
2010-09-29 19:29:14 +00:00
Randy Heit 99670b708c - Sync scripting branch with what was in trunk on Sunday. I believe that would be revision 2739.
SVN r2790 (scripting)
2010-09-16 03:14:32 +00:00
Christoph Oelckers 4ca21e8e38 - added Edward-san's 'changemus' submission for printing the currently playing music track.
SVN r2782 (trunk)
2010-09-15 13:49:11 +00:00
Christoph Oelckers 1dd3ecd6e2 - fixed: -nosfx deactivated the entire sound system which also made music inoperable. Changed it so that all it does is block sound effects from being started.
SVN r2621 (trunk)
2010-08-28 13:36:41 +00:00
Christoph Oelckers 4ac64b6df7 - merged polyobject branch into trunk and made some adjustments for savegame compatibility.
SVN r2448 (trunk)
2010-07-23 05:56:25 +00:00
Christoph Oelckers 32f3d00514 - fixed: Stopping music did not clear the variable used to restart the last played song.
SVN r2369 (trunk)
2010-06-13 10:24:56 +00:00
Christoph Oelckers 4d86ebddf9 - Added support for Risen3D/PrBoom+'s MUSINFO lump.
SVN r2366 (trunk)
2010-06-13 08:47:38 +00:00
Christoph Oelckers d875a0c674 - fixed: Loading a savegame with music switched off forced a restart of the map's default music
because starting an empty music was considered an error.


SVN r2272 (trunk)
2010-04-05 09:17:34 +00:00
Randy Heit 42ac75e894 - Sync scriptbranch with trunk.
SVN r2269 (scripting)
2010-04-04 04:09:24 +00:00
Randy Heit 69c777df4c - Allow defaultenvironment to take names as well as numeric IDs.
SVN r2262 (trunk)
2010-03-31 23:33:18 +00:00
Randy Heit 6c63ce51e4 - Fixed: The listener used a different coordinate system than sounds, which meant that sounds
were never made head-relative, so stereo effects would disappear if they were played by
  the listener.

SVN r2231 (trunk)
2010-03-18 21:54:24 +00:00
Randy Heit 44e877a243 - After experimenting with Blood, I think ROLLOFF_Linear is a better choice for ambient
sounds than ROLLOFF_Doom.

SVN r2225 (trunk)
2010-03-18 05:27:36 +00:00
Randy Heit 740d52cf5b - Added support for Blood's SFX loop start markers.
SVN r2221 (trunk)
2010-03-18 04:26:22 +00:00
Randy Heit c079a3ea5b - Add more parameters to the ambient sound things:
* Second argument: Volume scalar. 0 and 128 are normal volume. (Where "normal" is whatever
    it was defined with in SNDINFO.) Other values scale it accordingly.
  * Third argument: Minimum distance before volume fading starts.
  * Fourth argument: Maximum distance at which the sound is audible. Setting either of these to 0
    will use whatever they were defined with in SNDINFO.

SVN r2214 (trunk)
2010-03-18 00:32:35 +00:00
Randy Heit 913555aa4e - Synced the scripting branch with trunk.
SVN r2166 (scripting)
2010-02-17 04:46:11 +00:00
Randy Heit 739e684549 - Converted all action functions be directly callable by the VM (though they are not yet
usable).

SVN r2154 (scripting)
2010-02-12 06:04:57 +00:00
Christoph Oelckers 6c9748b603 - ported a few cleanup changes from Gez's recent GZDoom patch.
- fixed: The sound channel structure should not store the sound table's entries' addresses which are stored in a TArray by pointer. In case the array gets reallocated very bad things can happen. This caused some bad crashes when GZDoom's FraggleScript implementation created new sound entries.


SVN r2114 (trunk)
2010-01-16 07:51:50 +00:00
Christoph Oelckers 85c683e0c7 - Reintroduced Doom.exe's player_t::usedown variable so that respawning a
player does not immediately activate switches. oldbuttons was not usable
  for this. This also required that CopyPlayer preserves this info.
- Fixed: When restarting the music there was a NULL pointer check missing
  so it crashed when the game was started wi
- Fixed: If the Use key is used to respawn the player it must be cleared
  so that it doesn't trigger any subsequent actions after respawning.
- Fixed: Resurrecting a monster did not restore flags5 and flags6.
- Fixed: Projectiles which killed a non-monster were unable to determine
  what precisely they hit because MF_CORPSE is only valid for monsters.
  A new flag, MF6_KILLED that gets set for all objects that die, was added
  for this case.
- Added a generic A_Weave function that exposes all possible options of
  A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
  no longer needed from DECORATE and therefore deprecated.


SVN r2045 (trunk)
2009-12-25 11:09:56 +00:00
Randy Heit 6beaf818e3 - Fixed: Calling S_ChangeMusic() with the same song but a different looping
flag now restarts the song so that the new looping setting can be applied.
  (This was easier than modifying every music handler to support modifying
  loop changes on the fly, which seems like overkill.)


SVN r2041 (trunk)
2009-12-25 00:41:15 +00:00
Randy Heit 51eb6465a2 - Fixed two bugs in FMODSoundRenderer::HandleChannelDelay():
* Looping sounds that have been playing for a very long time, were evicted,
    and then were restarted need to have their positions clamped to lie
    within the bounds of the sounds. If we try to set a start position very
    far beyond the end, it will overflow inside FMOD and not work.
  * A start time of 0 is not actually valid and means the sound was never
    assigned a start time.
- The latter bug also reveals a problem with starting looped sounds evicted:
  They need to be assigned a start time so if they should have the opportunity
  to start later, they will be properly synchronized.


SVN r1987 (trunk)
2009-11-18 04:45:20 +00:00
Randy Heit 704895f9b9 - Fixed: S_RestartSound() cleared the evicted flag even if the sound
was not restarted because it was too close to too many other identical
  sounds that were already playing.


SVN r1962 (trunk)
2009-11-04 02:37:05 +00:00
Randy Heit fb74d9b1ec - Added virtual status and audibility to the noise debug display.
SVN r1961 (trunk)
2009-11-04 02:07:39 +00:00