Christoph Oelckers
64ef03428d
- added proper range check to the main sound playing function.
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We got a report where this crashed on a bad sound index.
2022-01-07 00:16:30 +01:00
Christoph Oelckers
e60e6967c0
- whitespace cleanup, updated from Raze.
2022-01-02 12:23:42 +01:00
Christoph Oelckers
1c517d19fa
- Backend update from Raze.
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This is mainly code cleanup from setting the compiler to a stricter warning level.
2022-01-02 11:39:17 +01:00
Christoph Oelckers
77d74a11d1
- removed most templates.h includes.
2021-10-30 10:49:12 +02:00
Christoph Oelckers
eb69bbcae0
- replaced MIN/MAX in common code.
2021-10-30 10:46:17 +02:00
Christoph Oelckers
b82b5384a0
- Backend update from Raze.
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* voc loader fix.
* better prefix detection in Zip loader.
* SDL Vulkan init.
* disabling of shadowmap management when the feature is off.
2021-08-03 12:52:21 +02:00
Christoph Oelckers
c1a8776a15
- updated common code from screenjob branch.
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That is, all parts not related to cutscenes.
2021-08-03 12:30:44 +02:00
Christoph Oelckers
8a4fa8b65f
- backend update from Raze.
2021-05-17 20:44:19 +02:00
Christoph Oelckers
ba146ed5e5
- Backend update from Raze
2021-04-19 12:58:35 +02:00
Christoph Oelckers
f11780600f
- implemented replay gain calculation and management.
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This is done entirely on the streamed sound data, unlike the old relative volume which uses the backend's volume setting.
2021-03-10 23:06:21 +01:00
Christoph Oelckers
357163c60d
- Backend update from Raze.
2021-03-04 14:45:29 +01:00
alexey.lysiuk
e6810620cd
- restored sound-related developer messages
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https://forum.zdoom.org/viewtopic.php?t=71486
2021-02-20 11:00:12 +02:00
alexey.lysiuk
e0e0fb0d8f
- fixed uninitialized global rolloff in sound engine
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Depending on SNDINFO definitions, type of global rolloff could left uninitialized, and linear rolloff might be treated as logarithmic
https://forum.zdoom.org/viewtopic.php?t=70248
2021-02-08 11:50:00 +02:00
Chris Robinson
51adcd45e6
Simplify manual sound rolloff handling
2020-11-25 16:26:38 +01:00
Christoph Oelckers
d4d187e27b
- removed the limiter flags again and addressed the underlying problem properly.
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The real issue is that the number of unattenuated sounds was unchecked and the near limit never kicked in.
To do this properly it is necessary to adjust the limit distance by the attenuation - zero attenuation must mean infinite distance and for high attenuations the distance must be lowered for limiting to work as intended.
The limit for the Doom boss sounds was increased to 4 to compensate for this change.
# Conflicts:
# src/common/audio/sound/oalsound.cpp
2020-10-28 21:30:25 +01:00
alexey.lysiuk
2ebf38c9c9
- removed duplicated line of code
2020-10-28 09:52:56 +02:00
Christoph Oelckers
fb0a40e0f0
- enable OpenAL's sound volume normalizer.
2020-10-27 20:36:17 +01:00
Christoph Oelckers
65c52b9825
- Backend update.
2020-10-16 23:25:18 +02:00
Christoph Oelckers
a6842b6482
- ensure that sfxinfo_t is always fully initialized, regardless how the setup is performed.
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The recent pitch additions did not do this on all possible paths.
2020-10-16 22:57:30 +02:00
Christoph Oelckers
c65f707a20
- added a proper 'sound finished' callback to the sound engine.
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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
alexey.lysiuk
254489e34c
- fixed compilation warnings reported by MSVC
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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 )
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- 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.
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- 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.
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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.
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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.
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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
4881ec257a
- don't let CHANF_AUTO hijack other channels.
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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
Christoph Oelckers
0b544f2956
- moved the Posix platform files to 'common' after making sure that Raze can compiled with them as-is.
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No content changes.
2020-04-23 21:48:50 +02:00
Christoph Oelckers
12e69adec3
- system backend cleanup.
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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'.
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# 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