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- Added support for Blood's SFX loop start markers.
SVN r2221 (trunk)
This commit is contained in:
parent
aedb646a52
commit
740d52cf5b
7 changed files with 33 additions and 13 deletions
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@ -509,6 +509,7 @@ int S_AddSoundLump (const char *logicalname, int lump)
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newsfx.Rolloff.RolloffType = ROLLOFF_Doom;
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newsfx.Rolloff.MinDistance = 0;
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newsfx.Rolloff.MaxDistance = 0;
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newsfx.LoopStart = -1;
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return (int)S_sfx.Push (newsfx);
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}
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@ -1366,7 +1367,6 @@ static void S_AddSNDINFO (int lump)
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static void S_AddBloodSFX (int lumpnum)
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{
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char name[13];
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FMemLump sfxlump = Wads.ReadLump(lumpnum);
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const FBloodSFX *sfx = (FBloodSFX *)sfxlump.GetMem();
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int rawlump = Wads.CheckNumForName(sfx->RawName, ns_bloodraw);
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@ -1374,9 +1374,7 @@ static void S_AddBloodSFX (int lumpnum)
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if (rawlump != -1)
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{
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Wads.GetLumpName (name, lumpnum);
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name[8] = 0;
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strcat (name, ".SFX");
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const char *name = Wads.GetLumpFullName(lumpnum);
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sfxnum = S_AddSound(name, rawlump);
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if (sfx->Format == 5)
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{
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@ -1387,6 +1385,7 @@ static void S_AddBloodSFX (int lumpnum)
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S_sfx[sfxnum].bForce11025 = true;
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}
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S_sfx[sfxnum].bLoadRAW = true;
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S_sfx[sfxnum].LoopStart = LittleLong(sfx->LoopStart);
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}
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}
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@ -165,6 +165,7 @@ void S_NoiseDebug (void)
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screen->DrawText (SmallFont, CR_GOLD, 340, y, "pri", TAG_DONE);
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screen->DrawText (SmallFont, CR_GOLD, 380, y, "flags", TAG_DONE);
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screen->DrawText (SmallFont, CR_GOLD, 460, y, "aud", TAG_DONE);
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screen->DrawText (SmallFont, CR_GOLD, 520, y, "pos", TAG_DONE);
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y += 8;
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if (Channels == NULL)
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@ -253,6 +254,11 @@ void S_NoiseDebug (void)
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mysnprintf(temp, countof(temp), "%.4f", GSnd->GetAudibility(chan));
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screen->DrawText(SmallFont, color, 460, y, temp, TAG_DONE);
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// Position
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mysnprintf(temp, countof(temp), "%u", GSnd->GetPosition(chan));
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screen->DrawText(SmallFont, color, 520, y, temp, TAG_DONE);
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y += 8;
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if (chan->PrevChan == &Channels)
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{
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@ -1322,7 +1328,7 @@ sfxinfo_t *S_LoadSound(sfxinfo_t *sfx)
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}
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sfxstart = sfxdata + 8;
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}
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sfx->data = GSnd->LoadSoundRaw(sfxstart, len, frequency, 1, 8);
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sfx->data = GSnd->LoadSoundRaw(sfxstart, len, frequency, 1, 8, sfx->LoopStart);
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}
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else
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{
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@ -59,6 +59,8 @@ struct sfxinfo_t
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WORD bSingular:1;
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WORD bTentative:1;
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int LoopStart; // -1 means no specific loop defined
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unsigned int link;
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enum { NO_LINK = 0xffffffff };
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@ -2190,12 +2190,16 @@ void FMODSoundRenderer::UpdateSounds()
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//
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//==========================================================================
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SoundHandle FMODSoundRenderer::LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits)
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SoundHandle FMODSoundRenderer::LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits, int loopstart)
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{
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FMOD_CREATESOUNDEXINFO exinfo;
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SoundHandle retval = { NULL };
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int numsamples;
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if (length == 0) return retval;
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if (length <= 0)
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{
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return retval;
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}
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InitCreateSoundExInfo(&exinfo);
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exinfo.length = length;
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@ -2212,14 +2216,17 @@ SoundHandle FMODSoundRenderer::LoadSoundRaw(BYTE *sfxdata, int length, int frequ
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case -8:
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exinfo.format = FMOD_SOUND_FORMAT_PCM8;
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numsamples = length;
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break;
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case 16:
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exinfo.format = FMOD_SOUND_FORMAT_PCM16;
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numsamples = length >> 1;
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break;
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case 32:
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exinfo.format = FMOD_SOUND_FORMAT_PCM32;
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numsamples = length >> 2;
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break;
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default:
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@ -2236,6 +2243,12 @@ SoundHandle FMODSoundRenderer::LoadSoundRaw(BYTE *sfxdata, int length, int frequ
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DPrintf("Failed to allocate sample: Error %d\n", result);
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return retval;
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}
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if (loopstart >= 0)
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{
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sample->setLoopPoints(loopstart, FMOD_TIMEUNIT_PCM, numsamples - 1, FMOD_TIMEUNIT_PCM);
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}
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retval.data = sample;
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return retval;
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}
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@ -14,7 +14,7 @@ public:
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void SetSfxVolume (float volume);
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void SetMusicVolume (float volume);
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SoundHandle LoadSound(BYTE *sfxdata, int length);
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SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits);
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SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits, int loopstart);
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void UnloadSound (SoundHandle sfx);
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unsigned int GetMSLength(SoundHandle sfx);
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unsigned int GetSampleLength(SoundHandle sfx);
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@ -123,7 +123,7 @@ public:
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SoundHandle retval = { NULL };
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return retval;
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}
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SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits)
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SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits, int loopstart)
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{
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SoundHandle retval = { NULL };
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return retval;
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@ -92,7 +92,7 @@ public:
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virtual void SetSfxVolume (float volume) = 0;
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virtual void SetMusicVolume (float volume) = 0;
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virtual SoundHandle LoadSound(BYTE *sfxdata, int length) = 0;
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virtual SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits) = 0;
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virtual SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits, int loopstart) = 0;
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virtual void UnloadSound (SoundHandle sfx) = 0; // unloads a sound from memory
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virtual unsigned int GetMSLength(SoundHandle sfx) = 0; // Gets the length of a sound at its default frequency
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virtual unsigned int GetSampleLength(SoundHandle sfx) = 0; // Gets the length of a sound at its default frequency
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