mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-17 18:01:39 +00:00
68fbd75897
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)
525 B
96x75px
525 B
96x75px