Commit graph

104 commits

Author SHA1 Message Date
Christoph Oelckers
1f2a431d15 Merge branch 'master' into openal 2015-04-24 09:21:06 +02:00
Randy Heit
3463b87876 Fixed: MUSINFO was not multiplayer-aware
- Move MUSINFO change request out of FLevelLocals and into player_t. This
  allows the MusicChanger actors to change music for each player
  independantly. This is similar to PrBoom+, which switches depending on
  the displayplayer. The difference being, we don't actually track the
  music other players are listening to. (Which might not be a bad idea to
  implement at some point.)
- Moved a few fields in player_t for better packing.
2015-03-26 23:19:05 -05:00
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
f92cdb0ce7 - fixed: When the SectorAction's TriggerAction method was renamed, the inherited one in the MusicChanger was overlooked. (Bit thanks to the C++ specs for allowing to override a non-virtual method with a virtual one without even showing a warning...) 2014-09-21 09:11:33 +02:00
Chris Robinson
ff6eb6df5c Merge remote-tracking branch 'zdoom/master' into openal
Conflicts:
	src/s_sound.cpp
2014-09-09 14:45:53 -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
Randy Heit
e0e00c4f8c Fixed: None of the Blood ambient sounds were registered correctly 2014-07-29 20:56:20 -05:00
Randy Heit
4296e9caa2 Fix typo in comment 2014-07-29 20:51:23 -05:00
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
Randy Heit
2668988870 - Switched to a genericly extensible representation for userinfo.
- Fixed: The playerinfo CCMD did not range check the player number.

SVN r4253 (trunk)
2013-05-12 18:27:03 +00:00
Randy Heit
971eca7d61 - Fixed: Player sounds that explicitly use dsempty will now properly silence the sound instead of
looking for a more audible version.

SVN r3938 (trunk)
2012-11-03 03:43:05 +00:00
Randy Heit
40cefe6107 - Fixed: When r3837 moved SNDINFO parsing before MAPINFO parsing, it broke support for Hexen's $map SNDINFO command. Removed LEVEL2_MUSICDEFINED, since it's no longer needed by the new implementation for this command.
SVN r3856 (trunk)
2012-08-28 03:21:13 +00:00
Randy Heit
04f09d9b57 - Precache $ambient sounds.
SVN r3844 (trunk)
2012-08-22 23:58:18 +00:00
Randy Heit
cc4aadbfaf - Store ambient sound names as FSoundID rather than as FString.
SVN r3843 (trunk)
2012-08-22 23:55:30 +00:00
Randy Heit
0ac94c5265 - Precache player sounds at level load.
SVN r3841 (trunk)
2012-08-22 23:46:47 +00:00
Randy Heit
1d3c26f088 - Add the definition for sfxinfo_t::MarkUsed() (poo for incomplete commits).
SVN r3840 (trunk)
2012-08-22 23:21:23 +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
Christoph Oelckers
d3981197c5 - moved the FRenderer::StateChanged call from AActor::StaticSpawn to AActor::PostBeginPlay.
- ensured that all classes reach AActor's PostBeginPlay method. Some were missing a Super call.


SVN r3404 (trunk)
2012-03-07 01:03:56 +00:00
Randy Heit
66f86add05 - Fixed: Starting in a sector with a musinfo thing would not trigger the thing.
SVN r3313 (trunk)
2011-11-07 00:31:17 +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
Christoph Oelckers
17ed7aaabd - moved the code from r_data.cpp to some better fitting places and deleted this file and r_data.h because the remaining parts of it were just a random collection of unrelated functions.
SVN r3248 (trunk)
2011-07-05 10:02:38 +00:00
Randy Heit
7ae888e726 - Add $edfoverride to SNDINFO for the sake of ignorability.
SVN r3174 (trunk)
2011-03-29 05:25:06 +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
0715b7dfc6 - cleaned up switch code and fixed several problems:
* savegames stored an index in the switch table and performed no validation when loading a savegame.
  * setting of a random switch animation duration was broken.
  * separated the 2 values stored in the Time variable into 2 separate variables.
  * defining a switch with one texture already belonging to another switch could leave broken definitions in the switch table.
- added function for serializing switch and door animation pointers.
- bumped min. savegame versions due to changes to DButtonThinker and removed all current savegame compatibility code.


SVN r3030 (trunk)
2010-12-12 15:43:35 +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
352a926ddf - made all references to the GameNames array an inline function call to allow easier modification later
- changed all parsers that check for the current game to use the same function for the game check.
- fixed: The TEAMINFO parser handled 'game Any' incorrectly.


SVN r2934 (trunk)
2010-10-12 07:14:31 +00:00
Christoph Oelckers
e2c105b447 - fixed: XMI music files were not converted for playback with FMod or Timidity++.
- Was there any reason why the MIDI_GUS device was so well hidden from the user? It sure does not sound broken. Added it to MIDI menu and $mididevice.


SVN r2862 (trunk)
2010-09-29 00:35:47 +00:00
Christoph Oelckers
198c714dad - fixed the compatibility handler of AAmbientSound::Serialize.
SVN r2802 (trunk)
2010-09-16 20:47:41 +00:00
Christoph Oelckers
491da14d9b - Changed the ambient sound timer to use level.maptime instead of gametic so that it gets paused along with the rest of the game automatically.
SVN r2799 (trunk)
2010-09-16 16:29:23 +00:00
Christoph Oelckers
eed5812799 - added 'fluidsynth' option for $mididevice command.
SVN r2598 (trunk)
2010-08-26 16:46:01 +00:00
Randy Heit
99a2014ead - Added support for custom loop points for songs. This does not work with MP3 because of the
way MP3 obfuscates custom tags. Vorbis and FLAC are fine. (I could make it work with MP3,
  but you should be using Vorbis instead.) They are:
  * LOOP_START: Start time for the loop. If omitted, the song repeats from the beginning.
  * LOOP_END: End time for the loop. If omitted, the song loops at the end. (If you need to specify this, why aren't you using a shorter song.)
  You only need to specify one of these tags to set the custom loop. Naturally, you can set
  them both, as well. The format for each tag is the same:
  * If it contains a colon (:), it specifies by time. This may be of the form 00:00:00.00
    (HH:MM:SS.ss) to specify by play. Various parts may be left off. e.g. To start the loop
    at 20 seconds in, you can use ":20", 0:20", "00:00:20", ":20.0", etc. Values after the
    decimal are fractions of a second and accurate to one millisecond.
  * If you don't include a colon but just have a raw number, then it's the number of PCM
    samples at which to loop.
  * Any characters other than digits (0-9), colons (:), or a single decimal point for the
    seconds portion will result in the tag being ignored.

SVN r2424 (trunk)
2010-07-10 02:59:34 +00:00
Christoph Oelckers
4d86ebddf9 - Added support for Risen3D/PrBoom+'s MUSINFO lump.
SVN r2366 (trunk)
2010-06-13 08:47:38 +00:00
Randy Heit
1eed01244c - Comment fix.
SVN r2232 (trunk)
2010-03-18 21:59:45 +00:00
Randy Heit
5ec5d74267 - Probably shouldn't allow negative range scalars for ambient sound things...
SVN r2230 (trunk)
2010-03-18 21:10:15 +00:00
Randy Heit
d012165f57 - Changed ambient sound things so that 100 volume is normal.
- The fifth argument for the ambient sound things is now a scalar for the min and max distances.

SVN r2229 (trunk)
2010-03-18 21:09:23 +00:00
Randy Heit
f712d128a3 - Oops. Accidentally removed Blood loop point support.
SVN r2224 (trunk)
2010-03-18 05:22:47 +00:00
Randy Heit
b53baf5f46 - Added support for Blood's ambient sounds, because I thought it would be an easy way to
test the new ambient sound range parameters. (Hahaha! If I hadn't had to fix all the
  Build/Blood stuff first, it would have been.)

SVN r2223 (trunk)
2010-03-18 05:01:10 +00:00
Randy Heit
2649508393 - Changed the ambient sounds list into a map so that it can handle more than 256 entries.
SVN r2222 (trunk)
2010-03-18 04:34:14 +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
aedb646a52 - Fixed: Blood sound effect namespacing was broken.
SVN r2220 (trunk)
2010-03-18 03:55:51 +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
Christoph Oelckers
19ef8399a8 - added a NULL pointer check to fog spawning in unmorphing code.
- fixed: frozen corpses need to be treated as solid by z-movement code.
- fixed previous commit.


SVN r1903 (trunk)
2009-10-09 20:18:31 +00:00
Christoph Oelckers
18c1b2685f - fixed: AAmbientSound::Serialize was adjusting its timer value for savegames
even when it was set to a 'don't check' value.


SVN r1902 (trunk)
2009-10-09 06:38:56 +00:00
Christoph Oelckers
a732687548 - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were 
  still triggered.
  These #pragmas were responsible for >90% of the GCC warnings that were not
  listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
  parameter handling of the sound functions for attenuation was changed.
  Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. 
  Also added the option to specify attenuation with direct values in addition 
  to the predefined names.

SVN r1583 (trunk)
2009-05-15 10:39:40 +00:00
Christoph Oelckers
4b064d9b5d - Added a range parameter to SNDINFO's $limit.
- Restored Dehacked music name replacement.


SVN r1416 (trunk)
2009-02-08 11:28:30 +00:00
Christoph Oelckers
4bcd3faef8 - moved all code related to global ACS variables to p_acs.cpp where it belongs.
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- merged MAPINFO branch back into trunk.

SVN r1393 (trunk)
2009-02-03 19:11:43 +00:00
Randy Heit
00b21e4b96 - Apparently, YASM is not a suitable substitute for NASM when doing Win32 builds.
- Removed extraneous printf parameter for Texman.Init startup message.
- Added newlines to the ends of a few headers that were missing them.
- Fixed more GCC errors/warnings.

SVN r1232 (trunk)
2008-09-17 20:24:08 +00:00
Christoph Oelckers
e033cbf9f8 - Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to 
  load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
  code that checks for raw and Doom sounds. This means that sfxinfo_t is no
  longer needed in the SoundRenderer class so I took out all references to it.


SVN r1208 (trunk)
2008-09-09 20:49:53 +00:00
Christoph Oelckers
3b35ad2db2 - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
  actual sound data, not the one that was used for starting the sound.



SVN r1206 (trunk)
2008-09-09 09:22:47 +00:00
Christoph Oelckers
2df65c70cb - Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.


SVN r1203 (trunk)
2008-09-07 14:45:50 +00:00