Commit graph

19 commits

Author SHA1 Message Date
Christoph Oelckers
c65f707a20 - added a proper 'sound finished' callback to the sound engine.
Backported from Raze - without this there is no way to implement sounds that can unload themselves, because the existing ChannelEnded function is called when the sound is still active.
2020-09-27 09:46:12 +02:00
Christoph Oelckers
2b64f8fb19 - added custom sound stream feature from Raze.
Currently not active yet but may be useful to implement streaming sounds in ZScript
2020-09-27 09:38:14 +02:00
alexey.lysiuk
254489e34c - fixed compilation warnings reported by MSVC
src\common\audio\sound\s_sound.cpp(556,27): warning C4244: '=': conversion from 'double' to 'float', possible loss of data
src\scripting\vmthunks.cpp(2678,13): warning C4244: 'return': conversion from 'time_t' to 'int', possible loss of data
2020-08-29 14:42:19 +03:00
MajorCooke
c57e669044
Added an optional extra float parameter to $pitchshift. (#1150)
- This allows for setting a randomized range for the pitch each time the sound is initialized.
2020-08-27 12:49:59 -04:00
Major Cooke
a85ee5826e Added $PitchSet <logical name> <float> for SNDINFO.
- Sets the direct pitch of the sound to the specific float. Default is 0.0, meaning do not set a specific pitch. Regular pitch is 1.0.
- Only works for direct sound definitions.
- Overrides $PitchShift unless value is <= 0.0
- Overridden by A_StartSound's pitch parameter if the value > 0.0.
2020-07-24 08:05:44 +02:00
Christoph Oelckers
75cd00a340 - fixed some issues with setup parts for ZScript in the wrong place.
This never showed on GZDoom as an error but on Raze which has no actor classes it caused incompletely set up class descriptors.
2020-06-14 18:35:58 +02:00
Christoph Oelckers
248aa8b5a7 - moved s_reverbedit.cpp to 'common'. 2020-06-14 12:39:59 +02:00
Christoph Oelckers
712d80006a - split game dependent parts out of menudef.cpp. 2020-06-14 00:27:32 +02:00
Christoph Oelckers
b41ae2dfdd - do not allow playing sounds during PlayerFinishLevel.
This gets called right before the level ends, any sound in here would play during the intermission or at the start of the next level.
2020-06-09 21:01:14 +02:00
Edoardo Prezioso
8ab6575bd1 - Fixed OpenAL regression with looping sounds with playing length 0.
If such case occurs, the starttime parameter passed to the sound functions is ignored and truncated to 0.
2020-06-03 15:27:50 +02:00
Christoph Oelckers
8480a390a1 - synced texture sampler setup fixes from Raze. 2020-06-02 11:45:34 +02:00
Christoph Oelckers
4881ec257a - don't let CHANF_AUTO hijack other channels.
With CHANF_OVERLAP this isn't needed anymore - any sound started on CHAN_AUTO can actually play on this channel with overlap implicitly allowed.
This has the added advantage that these sounds can be reliably accessed with other function by using CHAN_AUTO.
2020-05-26 22:19:30 +02:00
Rachael Alexanderson
00acbac04e Merge remote-tracking branch 'origin/master' into texture_rework 2020-05-23 08:53:11 -04:00
alexey.lysiuk
3f9b9314a0 - added #include to fix compilation with MSVC 16.6.0
https://forum.zdoom.org/viewtopic.php?t=68641
2020-05-21 10:06:50 +03:00
Christoph Oelckers
0b544f2956 - moved the Posix platform files to 'common' after making sure that Raze can compiled with them as-is.
No content changes.
2020-04-23 21:48:50 +02:00
Christoph Oelckers
12e69adec3 - system backend cleanup.
This is mainly for running CI on Linux and macOS. Windws is already working.
2020-04-22 19:57:14 +02:00
Christoph Oelckers
f8ac9a2662 - moved DObject and core parts of the VM to 'common'.
# Conflicts:
#	src/common/objects/dobject.h
2020-04-11 20:20:51 +02:00
Christoph Oelckers
a13c7bd053 - moved sound code to "common". 2020-04-11 20:20:35 +02:00
Christoph Oelckers
cd9e2d3795 - moved music code to "common". 2020-04-11 20:19:55 +02:00