Commit graph

8652 commits

Author SHA1 Message Date
Chris Robinson
075c5d872d Always use the pitch multiplier when underwater 2014-06-22 22:22:45 -07:00
Chris Robinson
b2f9430fb1 Use the correct diffusion value for reverb
I don't know what the Density and Diffusion values correspond to, but
EnvDiffusion is the actual diffusion setting.
2014-06-22 19:38:47 -07:00
Chris Robinson
a434af92ee Handle sounds marked as 'area sounds'
Note, the area radius is 128 units for it to actually do something, unlike FMOD
where it's only 32.
2014-06-22 19:35:09 -07:00
Christoph Oelckers
4f599b7b4d Merge branch 'master' of https://github.com/binarycrusader/zdoom 2014-06-22 09:00:23 +02:00
Christoph Oelckers
e56e525d0f - A_FireCustomMissile transfer tranlsation flag, code submission by jpalomo 2014-06-22 08:55:21 +02:00
Shawn Walker
6164807e97 - fix x64 visual studio linking for common controls 2014-06-21 22:49:42 -07:00
Shawn
640a6156e5 Merge pull request #1 from rheit/master
Sync with zdoom trunk
2014-06-21 20:38:05 -07:00
Christoph Oelckers
1f0c69a0e9 - some cleanup after GL 2.x code removal
- reinstated burn warp with shader based code.
2014-06-21 16:41:45 +02:00
Christoph Oelckers
2925c96b59 removed all GL 2.x code.
After thinking about it for a day or so I believe it's the best option to remove all compatibility code because it's a major obstacle for a transition to a core profile.
2014-06-21 15:50:32 +02:00
Christoph Oelckers
d5dceb6874 - changed alpha texture handling to avoid using the deprecated GL_ALPHA8 texture format unless we have a compatibility context of an older GL version. 2014-06-21 12:52:19 +02:00
Chris Robinson
845e369b87 Don't set a room rolloff factor
The reverb engine already handles an initial attenuation based on the
attenuation of the dry path.
2014-06-20 05:03:20 -07:00
Chris Robinson
f0c9aae670 Rework manual rolloff handling
For distance models OpenAL doesn't handle, alter the source's distance to get
the appropriate attenuation instead of the source's gain.
2014-06-20 04:38:48 -07:00
Chris Robinson
ef7ce41d07 Don't purge sources in an initial state 2014-06-20 01:17:48 -07:00
Chris Robinson
fb07f7ef07 Cast OpenAL IDs to/from void* 2014-06-20 01:12:47 -07:00
Chris Robinson
906b828d87 Partially implement OpenALSoundRenderer::SetInactive 2014-06-20 00:41:19 -07:00
Chris Robinson
42fdc3c059 Use structs to store available extensions 2014-06-19 23:49:46 -07:00
Chris Robinson
0f234fb36d Remove an unused function 2014-06-19 23:10:36 -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
72ddc0d935 Remove a non-existent friend class 2014-06-19 22:33:39 -07:00
Chris Robinson
a661797aa8 Be less noisey about loop points 2014-06-19 22:31:19 -07:00
Chris Robinson
73d8659f23 Remove an unnecessary cast 2014-06-19 22:21:05 -07:00
Chris Robinson
07a50c604e Use the correct formatter type 2014-06-19 22:13:20 -07:00
Chris Robinson
e39165655d Don't call the sfx volume cvar callback in the OpenALSoundRenderer constructor
I_InitSound already does that after creating it.
2014-06-19 21:51:16 -07:00
Chris Robinson
364065f121 Handle file sources with mpg123 2014-06-19 20:14:16 -07:00
Chris Robinson
1310a4a814 Fix libsndfile file handler 2014-06-19 18:35:12 -07:00
Chris Robinson
eeae36fbf7 Rename the decoder sources 2014-06-19 17:53:37 -07:00
Chris Robinson
b1c98acf33 Close the file handle in the sndfile decoder 2014-06-19 17:50:03 -07:00
Chris Robinson
73d51a4446 Check for ID3 tags in MPG123Decoder::open 2014-06-19 17:19:59 -07:00
Christoph Oelckers
ca76c2525e - more vertex buffer stuff for models, still not tested. 2014-06-19 22:24:33 +02:00
Christoph Oelckers
5944894138 - create vertex buffer data for MD2/DMD models. 2014-06-19 17:06:26 +02:00
Chris Robinson
77b1febd0e Add an mp3 decoder using libmpg123
Does not currently handle direct file sources
2014-06-19 06:40:27 -07:00
Christoph Oelckers
3e9b9c280b - initialize model data at engine start, not at level start. 2014-06-19 15:22:00 +02:00
Christoph Oelckers
412d6499d9 - removed the voxel vertex buffer because it needs to be gone before implementing a model vertex buffer. 2014-06-19 14:46:55 +02:00
Christoph Oelckers
03916d75de - cleaned up MD3 rendering and merged RenderFrame and RenderFrameInterpolated into one function. 2014-06-19 13:58:49 +02:00
Christoph Oelckers
59522f7065 - simplified MD2 drawing code as preparation for a buffer based implementation. 2014-06-19 13:37:30 +02:00
Chris Robinson
14618cbf30 Remove use of SDL_sound 2014-06-19 04:33:00 -07:00
Chris Robinson
b38589e2dc Implement and use a libsndfile decoder 2014-06-19 04:13:42 -07:00
Christoph Oelckers
6457ced53f Merge branch 'master' into Glew_Version_For_Real 2014-06-19 11:57:36 +02:00
Christoph Oelckers
7374cd34cf Merge branch 'master' of https://github.com/darealshinji/gzdoom 2014-06-19 11:20:47 +02:00
Christoph Oelckers
d30bf6768e Merge branch 'master' of https://github.com/rheit/zdoom 2014-06-19 11:20:38 +02:00
darealshinji
7757755e40 fix detection of libglew library on GNU/Linux 2014-06-19 10:43:37 +02:00
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
b94a2949e5 Don't use air absorption for being underwater 2014-06-18 23:41:45 -07:00
Chris Robinson
34c9a47435 Fix some typos 2014-06-17 23:11:19 -07:00
Chris Robinson
cd550cf9b6 Merge remote-tracking branch 'origin/master' into openal 2014-06-17 22:08:03 -07:00
Edward Richardson
2d896d2b47 Added wi_autoadvance
- Prevents an absent player from stopping the intermission
2014-06-17 20:26:49 +12:00
Edward Richardson
a3a7ee569f Multi-intermission waits for all players + changes
- Added a segment of code that now makes the intermission wait for all
players before advancing, instead of continuing on any player. A "ready
icon" shows to reflect this.

- The Deathmatch intermisson couldn't show the ready icon (because it
just used the ingame scoreboard), so a proper intermission was added,
which reflects the same design as the coop scoreboard.

- The colour column wasted more space then it should have needed, so it
was replaced with player colour backgrounds.

- Slight y offset adjustments to make everything fit in 320x200
properly.
2014-06-17 19:46:10 +12:00
Christoph Oelckers
13c4e993ba Merge branch 'master' into Glew_Version_For_Real 2014-06-15 21:57:59 +02:00