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
Edoardo Prezioso
b285cbebe4
- Fixed compiler errors in latest TEXTURES code.
2014-05-25 01:12:16 +02:00