Commit graph

64 commits

Author SHA1 Message Date
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
Christoph Oelckers
87f0ba0bd2 - Changed listener structure to directly contain the sound environment instead
of getting it from the zone in the low level code.


SVN r1201 (trunk)
2008-09-06 13:00:23 +00:00
Christoph Oelckers
bcbd2162b7 - Changed sound interface so that all references to game data like actors
and sectors are done in s_sound.cpp and not in fmodsound.cpp. Also removed
  several 'sector' parameters because they were never used inside the sound code.


SVN r1200 (trunk)
2008-09-06 11:07:27 +00:00
Randy Heit
9f21b22cc5 - Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
  instead of requiring a separate SetPosition() call to do it.



SVN r1104 (trunk)
2008-08-03 03:54:48 +00:00
Randy Heit
bb0759f575 - Fixed: Attempting to load 0-length sounds caused a crash.
SVN r1100 (trunk)
2008-07-31 23:09:58 +00:00
Christoph Oelckers
448b8955c5 - Changed: AInventory::Tick now only calls the super method if the item is not
owned. Having owned inventory items interact with the world is not supposed
  to happen.
- Fixed: case PCD_SECTORDAMAGE in p_acs.cpp was missing a terminating 'break'.
- Fixed: When a weapon is destroyed, its sister weapon must also be destroyed.


SVN r1068 (trunk)
2008-07-05 19:06:30 +00:00
Randy Heit
78890d57bc - Fixed: Screenwipes now pause sounds, since there can be sounds playing
during it.
- UI sounds are now omitted from savegames.
- Fixed: Menu sounds had been restricted to one at a time again.
- Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that
  it will occur after the players are loaded.
- Added fixes from FreeBSD for 0-length and very large string buffers
  passed to myvsnprintf.


SVN r1063 (trunk)
2008-07-05 03:32:44 +00:00
Randy Heit
7ed0311221 - Polyobject sounds now play from their lines, similar to the way sector
sounds are handled.
- Why do polyobjects have a 3D start spot? Flattened it to 2D.
- Moved the sector sound origin calculation out of fmodsound.cpp and into
  s_sound.cpp so that the near sound limiting will use the correct sound
  location for deciding on neighbors.


SVN r1061 (trunk)
2008-07-02 03:50:17 +00:00
Randy Heit
a3e8a0cefd - Removed the S_Sound() variant that allows for pointing the origin at an
arbitrary point. It has been replaced with a variant that takes a polyobject
  as a source, since that was the only use that couldn't be rewritten with the
  other variants. This also fixes the bug that polyobject sounds were not
  successfully saved and caused a crash when reloading the game. Note that
  this is a significant change to how equality of sound sources is determined,
  so some things may not behave quite the same as before. (Which would be a
  bug, but hopefully everything still sounds the same.)


SVN r1059 (trunk)
2008-07-01 04:06:56 +00:00
Randy Heit
601a6ad04c - Adjusted the noise debug table so that fractional volume levels do not
run into the adjacent columns.
- Added a NullSoundRenderer so that most of the checks against a NULL GSnd
  can be removed.
- Fixed: Looping sounds must always successfully allocate a channel, even if
  it's only a pre-evicted channel.


SVN r1058 (trunk)
2008-07-01 01:28:22 +00:00
Randy Heit
d0b2c41270 - The sound code now handles restarting looping sounds itself. As far as
the rest of the game is concerned, these sounds will never stop once they
  have been started until they are explicitly stopped. If they are evicted
  from their channels, the sound code will restart them as soon as possible.
  This means that instead of this:
	if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1))
	{
		S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
	}
  The following is now just as effective:
	S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
  There are also a couple of other ramifications presented by this change:
    * The full state of the sound system (sans music) is now stored in save
      games. Any sounds that were playing when you saved will still be
      playing when you load. (Try saving while Korax is making a speech in
      Hexen to hear it.)
    * Using snd_reset will also preserve any playing sounds.
    * Movie playback is disabled, probably forever. I did not want to 
      update the MovieDisable/ResumeSound stuff for the new eviction
      tracking code. A properly updated movie player will use the VMR,
      which doesn't need these functions, since it would pipe the sound
      straight through the sound system like everything else, so I decided
      to dump them now, which leaves the movie player in a totally unworkable
      state.

June 26, 2008
- Changed S_Sound() to take the same floating point attenuation that the
  internal S_StartSound() uses. Now ambient sounds can use the public
  S_Sound() interface.
- Fixed: S_RelinkSound() compared the points of the channels against the
  from actor's point, rather than checking the channels' mover.
- Changed Strife's animated doors so that their sounds originate from the
  interior of the sector making them and not from the entire vertical height
  of the map.


SVN r1055 (trunk)
2008-06-29 04:19:38 +00:00
Christoph Oelckers
8ca7c05e9d - Changed FImageCollection to return translated texture indices so
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
  the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
  to track down all potentially incorrect uses and remaining WORDs used
  for texture IDs so that more than 32767 or 65535 textures can be defined.


SVN r1036 (trunk)
2008-06-15 18:36:26 +00:00
Randy Heit
9e42cdaf08 - Replaced the naive area sound implementation with one that takes into
consideration the size and shape of the sector producing the sound. See
  the lifts on Doom 2 MAP30 and compare with previous versions.
- Fixed: The stop sound for sector-based sound sequences was not played with
  the CHAN_AREA flag.
- Removed the distinction between S_Sound() and S_SoundID() functions. Use
  S_Sound() for both names and IDs from now on.


SVN r1034 (trunk)
2008-06-15 02:25:09 +00:00
Randy Heit
4a1cb412f1 - Add environment 255, 255 as a way to get the software underwater effect in
any zone you want.
- Using a too-recent version of FMOD now gives an error, since there may be
  breaking changes to the API from one version to the next (excluding
  revisions in stable branches, which only represent bug fixes).
- Updated fmod_wrap.h for FMOD 4.16 and corrected a bug that had gone
  unnoticed before: The delayhi and delaylo parameters for Channel::setDelay()
  and getDelay() were swapped.


SVN r1032 (trunk)
2008-06-12 23:47:27 +00:00
Randy Heit
d657e31a8c - Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.


SVN r1005 (trunk)
2008-05-31 02:18:09 +00:00
Randy Heit
01f59fa85f - Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
  It has been slightly modified by me:
  * Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
  * Removed excessive mallocs from the replay core.
  * Rerolled the loops in resample.c. Unrolling them made the object file
    ~250k large while providing little benefit. Even at ~100k, I think it's
    still larger than it ought to be, but I'll live with it for now.
  Other than that, it's essentially the same thing you'd hear in foobar2000,
  minus some subsong detection features. Release builds of the library look
  like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.


SVN r995 (trunk)
2008-05-29 23:33:07 +00:00
Randy Heit
317710e9c4 - Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
  playing them in 3D. Also added experimental 3D spread for stereo sounds
  so that you can actually hear them in stereo.


SVN r989 (trunk)
2008-05-23 01:45:47 +00:00
Randy Heit
5a066788b5 - Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
  existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.


SVN r973 (trunk)
2008-05-15 04:51:57 +00:00
Christoph Oelckers
1f3e1ba31c - Reverted fmodsound because it got converted to UTF-8 resulting in broken output for the copyright sign.
SVN r971 (trunk)
2008-05-14 17:10:32 +00:00
Randy Heit
a0d5463b49 - Added the C99 printf size specifiers 't' (ptrdiff_t) and 'z' (size_t) to
FString::Format() so that I can fix all the problem printf strings that a
  64-bit GCC compile finds.



SVN r968 (trunk)
2008-05-14 03:39:30 +00:00
Christoph Oelckers
9a410f864f - Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
  is not usable from Hexen or Doom format maps though but in preparation of
  the UDMF format discussed here:
  http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
  255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp 

SVN r954 (trunk)
2008-05-02 10:55:48 +00:00
Randy Heit
c86d7e0afd - Fixed: FString::StripRight() stripped the final character of the string if
there were no designated characters to strip at the end of it.
- Added support for Shoutcast/Icecast playlists.
- Added an error message when a playlist could not be opened.
- Added support for PLS format playlists, in addition to M3U.
- Changed FPlayList to use an array of FStrings.
- Fixed: Playlists required every song to be specified by an absolute path.


SVN r951 (trunk)
2008-04-30 05:36:24 +00:00
Randy Heit
de85314234 - Added dynamic recentering for the OPL synth. The chip has four basic
waveforms, and three of them are non-negative. This can cause a tendency
  for the resulting output waveform to go into very high ranges depending on
  the timbres used, and Heretic's exemplify this problem.
- Reduced the OPL volume level slightly.
- Fixed: The waveform view from snd_drawoutput was upside-down.


SVN r949 (trunk)
2008-04-29 04:33:43 +00:00
Randy Heit
bc5f49dd49 - Various fixes for compiling working 64-bit binaries with Visual C++. The
number of changes was pleasantly small, and a cursory check seems to show
  everything working alright.


SVN r948 (trunk)
2008-04-29 02:43:42 +00:00
Randy Heit
b192762bc1 - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it
could also be because the user selected PCM-Float output, but the driver
  doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*).


SVN r943 (trunk)
2008-04-26 16:20:26 +00:00
Randy Heit
03b4f71edf - Reduced the range that area sounds require to interpolate between 2D and
3D panning.
- The listener's velocity is now set at 0 for the sound engine. The player
  moves so fast that you can hear the doppler shift just by running around,
  otherwise.
- Changed the sound code so that all sounds that start playing on a single
  tic actually start playing at the exact same sample position.


SVN r927 (trunk)
2008-04-19 22:47:54 +00:00
Randy Heit
effe9427fd - Added the writewave command to write the internal TiMidity's output to a
wave file.
- Changed the default channel velocity for MUS files from 64 to 100 to
  better match apparent MIDI practice. (Would like to know what this is
  supposed to be.)
- Changed the mus2midi channel assignments to match the internal player's.
- Fixed: apply_envelope_to_amp() should clamp the mix levels to 0.


SVN r926 (trunk)
2008-04-19 21:36:53 +00:00
Randy Heit
eb1e17db06 - Fixed: The music stream needs to zero the FMOD_REVERB_CHANNELPROPERTIES
before sending it to Channel::getReverbProperties().
- Fixed: The earthquake effect did not play its sound as an actual looping
  sound. I'm a bit surprised this only recently started causing problems.


SVN r923 (trunk)
2008-04-18 03:26:48 +00:00
Randy Heit
87a480041c - Fixed: The FMOD::System object was never released, only closed, so
snd_reset would eventually run into the hard limit on the total number
  of FMOD::System objects that can be created concurrently (currently 15).
- Added proper error checks to the FMOD initialization process.


SVN r921 (trunk)
2008-04-16 20:56:46 +00:00
Randy Heit
42c80b3ee5 - Updated fmod_wrap.h for FMOD 4.14.
- Set note velocity back to using a linear sounding volume curve, although
  it's now used to scale channel volume and expression, so recompute_amp()
  is still only doing one volume curve lookup.
- Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song.


SVN r920 (trunk)
2008-04-16 20:02:16 +00:00
Randy Heit
e7ff22457e - Changed FMOD_INIT_ENABLE_DSPNET use to its replacement from 4.14.00,
FMOD_INIT_ENABLE_PROFILE. Renamed the corresponding cvar to snd_profile.
- Removed the normalize parameter from SoundStream::Play().
- Disabled the chorus and reverb effects added to SDL_mixer's Timidity,
  because they were probably never tested well, either. Thanks to the bug
  in vc_alloc(), they were never even activated.
- Restored the exact frequency range search that was missing from SDL_mixer's
  verion of select_sample().
- Fixed: vc_alloc(), kill_others(), and note_on() treated Voice::status as a
  bit mask, when it's not. These were changes made to SDL_mixer's Timidity.
- Restored the original Timidity volume equation. The other louder one was
  put in when I didn't realize all channels were mono and many notes sounded
  too quiet because they never completed their attack phase.
- Fixed: FileReader::Gets() acted as if fgets() always read the maximum
  number of characters.
- Fixed: FileReader::Open() did not set FilePos and StartPos to 0.


SVN r908 (trunk)
2008-04-13 03:23:33 +00:00
Randy Heit
10c0d67b78 - Changed the MIDIStreamer to send the all notes off controller to each
channel when restarting the song, rather than emitting a single note off
  event which only has a 1 in 127 chance of being for a note that's playing
  on that channel. Then I decided it would probably be a good idea to reset
  all the controllers as well.
- Increasing the size of the internal Timidity stream buffer from 1/14 sec
  (copied from the OPL player) improved its sound dramatically, so apparently
  Timidity has issues with short stream buffers. It's now at 1/2 sec in
  length. However, there seems to be something weird going on with
  corazonazul_ff6boss.mid near the beginning where it stops and immediately
  restarts a guitar on the exact same note.
- Added a new sound debugging cvar: snd_drawoutput, which can show various
  oscilloscopes and spectrums.
- Internal TiMidity now plays music.
- Changed the progdir global variable into an FString.

SVN r900 (trunk)
2008-04-11 04:59:23 +00:00
Randy Heit
799a4ea1bb - Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
  but that still caused some blending of the channels.


SVN r875 (trunk)
2008-04-03 03:43:41 +00:00
Randy Heit
8f49ea7f48 - Changed the output of the OPL emulator from 32-bit integers to 32-bit
floats, so I can write its output directly to the stream buffer. In
  addition, this lets me bring the OPL volume level much closer to the
  standard MIDI volume.


SVN r863 (trunk)
2008-03-29 01:30:37 +00:00
Randy Heit
938ae1767b - Did some restructuring of the OPL code in preparation for turning it
into a general MIDI player.
- Fixed: Passing false for a stream callback did not stop the stream.
- Removed opl_frequency, since the only time the emulation sounds good is
  when it plays at the exact frequency of a real chip.
- Music no longer plays at all when snd_musicvolume is 0.
- Bumped up snd_sfxvolume and snd_musicvolume default values.

SVN r862 (trunk)
2008-03-28 03:19:18 +00:00
Randy Heit
39940fe20a - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
  hang while waiting for input from the pipe, since Timidity hadn't been
  started yet. I tried using a select call in the FillStream() method, but it
  always seems to return the pipe as having nothing available. Unfortunately,
  the game still falls all over itself if Timidity isn't available. Instead
  of execvp failing nicely, X errors kill the game. I don't know why it's
  doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
  set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
  and set the snd_midipatchset cvar to point to it. It's faster and also
  sounds a whole lot better than the crappy freepats Ubuntu wants to install
  with Timidity++.
- GCC fixes.



SVN r858 (trunk)
2008-03-27 04:25:52 +00:00
Randy Heit
8d0c48bf81 - The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
  options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
  default device. By default, it uses exactly the same DLS instruments as the
  Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
  you want to use, set the snd_midipatchfile cvar to specify where it should
  load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
  An overloaded version wraps around it to continue to supply file-writing
  support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
  than a time in ms, this is now the length in samples of the DSP buffer.
  Also added the snd_buffercount cvar to offer complete control over the
  call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
  below about 44kHz, you will need to set snd_buffersize to avoid long
  latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
  sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
  snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
  cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
  WASAPI doesn't work with more than two speakers and PCM-Float output at the
  same time.)
- Fixed: Area sounds only played from the front speakers once you got within
  the 2D panning area.


SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
Randy Heit
aef34f9aa5 - Removed xlat_parser.h from the repository. Lemon was always being run on
xlat_parser.y because both files had the same time stamp after an update,
  and Lemon only rewrites the header file if it's changed.
- Added $volume SNDINFO command. This is multiplied with the volume the sound
  is played at to arrive at the final volume (before distance attenuation).
- Added the CHAN_AREA flag to disable 3D panning within the min distance of a
  sound. Sector sound sequences (except doors) use this flag.
- Added the CHAN_LOOP flag to replace the S_Looped* sound functions.
- Restored the sound limiting.


SVN r849 (trunk)
2008-03-25 04:42:26 +00:00
Randy Heit
3237c6b4e8 - Changed MIDI playback to not bother playing super short songs that don't
contain enough music to fill the initial output buffers.
- Removed the read barrier around ADehackedPickup::RealPickup. If the real
  pickup is picked up, it may very well destroy itself before the dehacked
  wrapper's stubs that use it are called.
- Reverted revision 840. For a file we don't want end users to be touching,
  making DEHSUPP plain text sends out mixed messages: "Don't mess with this.
  Oh, by the way, it's plain text now to make it easier for you to edit."
  Is there some reason other than a desire to do away with binary lumps to
  make the distributed lump text?
- Added a new speakermode for Stereo + HRTF: "Headphones". This is the only
  way to get the HRTF low pass filter effect now.
- Fixed: No more than one sector could make noise at once.
- Trying out sound without varying priorities again. 
- Fixed: Need to use setSpeakerMix to let 2D sounds (aka streamed music) use
  their full volume range.


SVN r842 (trunk)
2008-03-23 05:24:40 +00:00
Randy Heit
84d125cf21 - Fixed: Actor-less sounds that aren't played on CHAN_AUTO should still be
subject to channel overriding.
- Re-added priority selection based on sound usage.
- Reduced the number of virtual channels to match the number of real
  channels.
- Added customizable rolloff, including Doom's standard linear gain rolloff.
  SNDINFO commands are:
    $rolloff <sound> <min distance> <max distance>          -- linear gain (like Doom)
    $rolloff <sound> linear <min distance> <max distance>   -- linear volume
    $rolloff <sound> log <min distance> <rolloff factor>    -- logarithmic
    $rolloff <sound> custom <min distance> <max distance>   -- use SNDCURVE lump
  Anything closer than min distance is full volume and anything further than
  max distance is inaudible. Logarithmic rolloff does not have a maximum
  distance; it has a scalar that controls how quickly the volume drops off
  instead.


SVN r834 (trunk)
2008-03-22 03:33:41 +00:00
Randy Heit
10920ffe75 - Removed some debug output from SBarInfo::ParseSBarInfo().
- Fixed: Heretic linetype translations included the wrong file.
- Removed all 2D sound positioning code from s_sound.cpp. Everything uses
  FMOD's 3D engine now.
- Removed all the channel selection code from s_sound.cpp. FMOD has code to
  handle this sort of thing, so let's use it.
- Replaced S_StopSoundID() with S_CheckSingular(). There is no longer a limit
  on the number of copies of a particular sound that can be playing at once,
  aside from Strife's special singular sounds. (Sorry, Heretic and Hexen.)
  Consequently, the SNDINFO $limit command is now ignored.
- Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it
  only worked as intended on stereo speakers anyway.
- Cleaned out ancient crud from i_sound.cpp.


SVN r826 (trunk)
2008-03-21 05:13:59 +00:00
Randy Heit
087e34bbb3 - Fixed: The source no longer built with GCC.
- Added a cheap pitch shifting for underwater environments that should be fairly
  close to Duke's. It sounds okay for some sounds, but others like the BFG, where
  the timing of the sound actually matters, don't sound good. I shall have to
  replace it with a real pitch shifter DSP unit.


SVN r819 (trunk)
2008-03-19 23:03:14 +00:00
Randy Heit
ce811319a7 - Fixed: If an object is flagged for euthanization while it's in the gray
list, it should just be ignored during the propagation stage.
- After sleeping on it and realizing what was really going in, I generalized
  the inventory fix from the 13th: The actor is flagged by Destroy(), then it
  is later inserted into the thinker list by DThinker::SerializeAll(). So
  rather than unlinking the skipped player from their inventory, just make
  sure any flagged thinkers aren't inserted into a list.
- Fixed: FCanvasTextureInfo::Viewpoint needed a read barrier, and the whole
  list should serve as a root.
- Reimplemented SPC playback as a custom codec for FMOD.
- Removed spc_frequency, because snes_spc only supports the SPC's native
  frequency of 32000 Hz.


SVN r806 (trunk)
2008-03-16 00:54:53 +00:00
Randy Heit
3bfcc5c09c - Removed lots of spc_* cvars that are no longer meaningful and changed
spc_amp from a x.4 fixed point number to a normal float.
- Switched SPC playback from the external SNESAPU.DLL to Blargg's LGPL
  snes_spc library. I've compiled it with the fast DSP rather than the
  highly accurate one, since I didn't notice a meaningful difference between
  the two in my limited testing. In short: SPC playback is now built in to
  ZDoom. You don't need to download anything extra to make it work, and it
  also works on Linux as well as Windows (though building with Linux is
  currently untested).
- Fixed: Stereo separation was calculated very wrongly when in 2D sound mode.


SVN r794 (trunk)
2008-03-11 22:17:57 +00:00
Randy Heit
5f746bea5e - Fixed: Sounds apparently don't default to location 0,0,0 so I need to set
that explicitly for 2D sounds in 3D mode.
- Fixed: I had forgotten to actually set the head relative flag for 2D sounds
  played in 3D.
- Fixed: Reverb was applied to digital music in software 3D mode.

SVN r793 (trunk)
2008-03-11 03:19:16 +00:00
Christoph Oelckers
4576022c8d - fixed: The release build still linked to the old FMOD version.
- fixed: SPCSong only works for Win32 so its definition must be excluded for Linux.



SVN r790 (trunk)
2008-03-09 11:05:25 +00:00
Randy Heit
2b721975dd VERY IMPORTANT NOTE FOR ANYBODY BUILDING FROM THE TRUNK: This commit adds support
for FMOD Ex while at the same time removing support for FMOD 3. Be sure to update
your SDKs. GCC users, be sure to do a "make cleandep && make clean" before
building, or you will likely get inexplicable errors.

- Fixed: If you wanted to make cleandep with MinGW, you had to specifically
  specify Makefile.mingw as the makefile to use.
- Added a normalizer to the OPL synth. It helped bring up the volume a little,
  but not nearly as much as I would have liked.
- Removed MIDI Mapper references. It doesn't work with the stream API, and
  it doesn't really exist on NT kernels, either.
- Reworked music volume: Except for MIDI, all music volume is controlled
  through GSnd and not at the individual song level.
- Removed the mididevice global variable.
- Removed snd_midivolume. Now that all music uses a linear volume scale,
  there's no need for two separate music volume controls.
- Increased snd_samplerate default up to 48000.
- Added snd_format, defaulting to "PCM-16".
- Added snd_speakermode, defaulting to "Auto".
- Replaced snd_fpu with snd_resampler, defaulting to "Linear".
- Bumped the snd_channels default up from a pitiful 12 to 32.
- Changed snd_3d default to true. The new cvar snd_hw3d determines if
  hardware 3D support is used and default to false.
- Removed the libFLAC source, since FMOD Ex has native FLAC support.
- Removed the altsound code, since it was terribly gimped in comparison to
  the FMOD code. It's original purpose was to have been as a springboard for
  writing a non-FMOD sound system for Unix-y systems, but that never
  happened.
- Finished preliminary FMOD Ex support.


SVN r789 (trunk)
2008-03-09 03:13:49 +00:00
Christoph Oelckers
912f8666d7 November 11, 2007 (Changes by Graf Zahl)
- Fixed: The FMOD stream player must specify whether it wants to play the
  sound looped or not when playback is started, not when the stream is created.
- Fixed: A_Saw didn't use the puff's damage type.
- Fixed: The AxeBlood's death state was using the wrong sprite frame.
- Fixed: The Mancubus had an attack sound defined even though it shouldn't.


SVN r565 (trunk)
2007-11-11 09:02:04 +00:00
Randy Heit
58d4c4f9ae - Fixed: S_ClearSoundData() did not stop any channels before freeing the
samples, a problem for the alternate sound renderer if it happened to be
  playing any sounds at the time, since it would try to keep on playing them.

SVN r483 (trunk)
2007-02-14 20:18:22 +00:00