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It is now being handled by the controlling code. While of no benefit for GZDoom itself, this finally allows to separate the entire music code into a separate, engine independent project that merely provides streamed music data when not playing on a hardware device (WinMM Midi or CD Audio.) The tight coupling of the music code with the sound backend made this nearly impossible before |
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mididevice.h | ||
music_adlmidi_mididevice.cpp | ||
music_base_mididevice.cpp | ||
music_fluidsynth_mididevice.cpp | ||
music_opl_mididevice.cpp | ||
music_opnmidi_mididevice.cpp | ||
music_softsynth_mididevice.cpp | ||
music_timidity_mididevice.cpp | ||
music_timiditypp_mididevice.cpp | ||
music_wavewriter_mididevice.cpp | ||
music_wildmidi_mididevice.cpp | ||
music_win_mididevice.cpp |