qzdoom-gpl/wadsrc/static/sprites
Randy Heit 68fbd75897 - Fixed compilation with FMOD 4.38+. The removal of hardware voices and EAX was a fairly
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)
2012-02-10 00:53:50 +00:00
..
dogs
plyc
amrka0.png
iceca0.png
icecb0.png
icecc0.png
icecd0.png
pista0.png
PLS1A0.png
PLS1B0.png
PLS1C0.png
PLS1D0.png
PLS1E0.png
PLS1F0.png
PLS1G0.png
PLS2A0.png
PLS2B0.png
PLS2C0.png
PLS2D0.png
PLS2E0.png
rsmka0.png
rsmkb0.png
rsmkc0.png
rsmkd0.png
rsmke0.png
sgrna1.png
sgrna5.png
sgrna6a4.png
sgrna7a3.png
sgrna8a2.png
spkra0.png
tlgla0.png
tlglb0.png
tlglc0.png
tlgld0.png
tlgle0.png
tnt1a0.png
unkna0.png