Commit graph

61 commits

Author SHA1 Message Date
Chris Robinson
0d402618a3 Load mono copies of multichannel sounds that are used in 3D 2016-05-01 21:44:03 +02:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
4d2a52418f - added an errorlog option.
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.
2016-02-09 14:20:49 +01:00
Braden Obrzut
1fcb9fcf06 - Fixed: Crash when automatically switching sound backends due to failure. 2016-01-29 23:10:10 -05:00
Randy Heit
0380ba642b Blur de hur 2015-04-26 20:43:01 -05:00
Christoph Oelckers
aecff68a4d - cleanup of sound system startup and menu handling:
* 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.
2015-04-26 12:13:21 +02:00
Christoph Oelckers
6bb79be85c - got rid of std::auto_ptr, courtesy of Blzut3's patch. 2015-04-25 17:50:57 +02:00
Christoph Oelckers
d880783784 - make OpenAL and the decoder libraries delay loaded so that ZDoom can still start without them being present.
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.
2015-04-25 12:25:10 +02:00
Chris Robinson
b8e3f99ce6 Merge remote-tracking branch 'zdoom/master' into openal
Conflicts:
	src/s_sound.cpp
2014-09-22 18:24:55 -07:00
Christoph Oelckers
4be9a71636 - fixed: The VOC reader didn't advance the read index correctly. 2014-09-15 11:32:40 +02:00
Chris Robinson
7f3be7bf14 Show the name of unsupported sound formats with OpenAL 2014-06-28 01:25:25 -07:00
Chris Robinson
6f8545e694 Use a TArray for SoundDecoder::readAll 2014-06-27 21:51:05 -07:00
Chris Robinson
0017e1e6e8 Use a FileReader to handle music resources and audio decoding
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.
2014-06-25 04:25:36 -07:00
Chris Robinson
4f6861d798 Move specific decoder classes to separate headers 2014-06-19 23:03:13 -07:00
Chris Robinson
e2708c8b3e Cleanup creating decoders 2014-06-19 22:46:46 -07:00
Chris Robinson
9f493fca5f Move the generic DecodeSample implementation to the base class 2014-06-19 22:42:12 -07:00
Chris Robinson
364065f121 Handle file sources with mpg123 2014-06-19 20:14:16 -07:00
Chris Robinson
73d51a4446 Check for ID3 tags in MPG123Decoder::open 2014-06-19 17:19:59 -07:00
Chris Robinson
77b1febd0e Add an mp3 decoder using libmpg123
Does not currently handle direct file sources
2014-06-19 06:40:27 -07:00
Chris Robinson
b38589e2dc Implement and use a libsndfile decoder 2014-06-19 04:13:42 -07:00
Chris Robinson
5370a1cb46 Add a SoundDecoder base class and a stub method to create one 2014-06-19 01:00:46 -07:00
Chris Robinson
18597a93a7 Merge remote-tracking branch 'origin' into openal
Conflicts:
	src/sound/fmodsound.cpp
2013-06-29 19:02:04 -07:00
Randy Heit
1b9c71b252 - Added S_ChangeSoundVolume() to change the volume of an already playing sound, accessible
through the new ACS function SoundVolume.

SVN r4318 (trunk)
2013-06-01 17:46:50 +00:00
Randy Heit
3ddac32b4f - Because setting a DSP unit inactive completely ceases all processing on it, including timing,
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)
2012-08-10 03:49:50 +00:00
Christoph Oelckers
f84368677a - updated OpenAL branch.
SVN r3269 (openal)
2011-07-08 22:00:23 +00:00
Christoph Oelckers
0490c35347 - added Edward-san's improvements for changemus command.
SVN r2902 (trunk)
2010-10-05 22:35:59 +00:00
Christoph Oelckers
5ff3b3f329 - added Gez's VOC loader.
SVN r2901 (trunk)
2010-10-05 22:31:22 +00:00
Christoph Oelckers
5e824ba0e0 - sync OpenAL branch with trunk.
SVN r2780 (openal)
2010-09-15 12:31:18 +00:00
Christoph Oelckers
1dd3ecd6e2 - fixed: -nosfx deactivated the entire sound system which also made music inoperable. Changed it so that all it does is block sound effects from being started.
SVN r2621 (trunk)
2010-08-28 13:36:41 +00:00
Christoph Oelckers
5603c70574 [OpenAL branch]
- apply Chris's latest patch.




SVN r2534 (openal)
2010-08-13 07:07:26 +00:00
Randy Heit
740d52cf5b - Added support for Blood's SFX loop start markers.
SVN r2221 (trunk)
2010-03-18 04:26:22 +00:00
Randy Heit
51eb6465a2 - Fixed two bugs in FMODSoundRenderer::HandleChannelDelay():
* 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)
2009-11-18 04:45:20 +00:00
Randy Heit
fb74d9b1ec - Added virtual status and audibility to the noise debug display.
SVN r1961 (trunk)
2009-11-04 02:07:39 +00:00
Christoph Oelckers
d1f8518a79 - Separated low level sound code from all high level dependencies.
SVN r1228 (trunk)
2008-09-15 18:18:04 +00:00
Christoph Oelckers
5d9483b632 - Moved some more high level sound logic out of FMODSoundRenderer:
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)
2008-09-15 16:02:05 +00:00
Christoph Oelckers
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Christoph Oelckers
e033cbf9f8 - Since loading of the sound lump is now done in S_LoadSound I added an IsNull
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)
2008-09-09 20:49:53 +00:00
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
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
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
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
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
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
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
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
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