This cuts down on as much message noise as possible, outputs everything to a file specified as a parameter and then quits immediately, allowing this to run from a batch that's supposed to check a larger list of files for errors.
Multiple outputs get appended if the file already exists.
* added global functions that check whether FMod and OpenAL are present, without initializing the sound backend.
* make sound init code more fault tolerant. It will now try to switch between FMod and OpenAL if the currently active one cannot be found but the other one can.
* added 'ifoption' checks for sound backend to menu code.
* only show sound backends which are present and hide the options for the ones which are not.
This required the addition of a few exception handlers so to avoid #ifdef overuse I also added some #defines for non-Windows systems that allow using __try and __except directly in the code without #ifdef'ing them out.
Instead of the previous method where there'd be a filename and offset, and/or a
memory pointer, this uses a class to access resource data regardless of its
underlying form.
sounds queued up while the Channel Group Target Unit is inactive will all play at the same time
once the unit is made active. To avoid this, it is now only deactivated when the gamestate is
GS_LEVEL. Otherwise, it just gets muted. Fixes http://forum.zdoom.org/viewtopic.php?f=2&t=33592 "Strife voices overlap"
SVN r3818 (trunk)
* Looping sounds that have been playing for a very long time, were evicted,
and then were restarted need to have their positions clamped to lie
within the bounds of the sounds. If we try to set a start position very
far beyond the end, it will overflow inside FMOD and not work.
* A start time of 0 is not actually valid and means the sound was never
assigned a start time.
- The latter bug also reveals a problem with starting looped sounds evicted:
They need to be assigned a start time so if they should have the opportunity
to start later, they will be properly synchronized.
SVN r1987 (trunk)
The rolloff and channel ended callbacks now call functions in s_sound.cpp
instead of working on the data itself and GSnd->StopSound has been replaced
with S_StopChannel.
SVN r1227 (trunk)
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
SVN r1208 (trunk)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
- 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)