- Removed the delay for starting all sounds from one tic at exactly the same

DSP position. Without also synchronizing the stopping of sounds, it can
  cause problems with things like the chainsaw where the sound is stopped and
  immediately restarted, causing occasional gaps between the stopping of the
  sound and the starting of the new one. (I added the start synchronization to
  combat flanging of paired moving polyobjects when moving around, but I think
  just removing velocity from the player for sound calculations takes care of
  that well enough.)


SVN r1447 (trunk)
This commit is contained in:
Randy Heit 2009-02-25 21:31:14 +00:00
parent d91f0c4090
commit a18018f607
2 changed files with 13 additions and 3 deletions

View file

@ -1,4 +1,14 @@
February 24, 2009 (Changes by Graf Zahl)
February 25, 2009
- Removed the delay for starting all sounds from one tic at exactly the same
DSP position. Without also synchronizing the stopping of sounds, it can
cause problems with things like the chainsaw where the sound is stopped and
immediately restarted, causing occassional gaps between the stopping of the
sound and the starting of the new one. (I added the start synchronization to
combat flanging of paired moving polyobjects when moving around, but I think
just removing velocity from the player for sound calculations takes care of
that well enough.)
February 24, 2009 (Changes by Graf Zahl)
- Added GCC headers for intptr_t to tarray.h.
- Added MF5_PAINLESS flag for projectiles that don't make the target go into
the pain state.

View file

@ -650,7 +650,7 @@ bool FMODSoundRenderer::Init()
if (!ShowedBanner)
{
Printf("FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2008.\n");
Printf("FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.\n");
ShowedBanner = true;
}
#ifdef _WIN32
@ -1540,7 +1540,7 @@ bool FMODSoundRenderer::HandleChannelDelay(FMOD::Channel *chan, FISoundChannel *
}
else
{
chan->setDelay(FMOD_DELAYTYPE_DSPCLOCK_START, DSPClock.Hi, DSPClock.Lo);
// chan->setDelay(FMOD_DELAYTYPE_DSPCLOCK_START, DSPClock.Hi, DSPClock.Lo);
}
return true;
}