- removed all leftover dependencies on the old sound backend.

This commit is contained in:
Christoph Oelckers 2019-12-18 22:24:50 +01:00
parent 591ace496f
commit 3f9657b96a
24 changed files with 13 additions and 48 deletions

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@ -24,7 +24,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "ns.h" // Must come before everything else!
#include "build.h"
#include "fx_man.h"
#include "common_game.h"
//#include "blood.h"
#include "view.h"

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@ -27,7 +27,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "mmulti.h"
#include "compat.h"
#include "renderlayer.h"
#include "fx_man.h"
#include "common.h"
#include "common_game.h"
@ -72,6 +71,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "m_argv.h"
#include "statistics.h"
#include "menu/menu.h"
#include "sound/s_soundinternal.h"
#ifdef _WIN32
# include <shellapi.h>
@ -1365,7 +1365,7 @@ RESTART:
{
UpdateDacs(0, true);
Mus_Stop();
FX_StopAllSounds_();
soundEngine->StopAllChannels();
gQuitGame = 0;
gQuitRequest = 0;
gRestartGame = 0;

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@ -26,7 +26,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "build.h"
#include "compat.h"
#include "SmackerDecoder.h"
#include "fx_man.h"
#include "common_game.h"
#include "blood.h"
#include "config.h"
@ -36,6 +35,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "screen.h"
#include "sound.h"
#include "view.h"
#include "sound/s_soundinternal.h"
BEGIN_BLD_NS
@ -282,7 +282,7 @@ void credPlaySmk(const char *_pzSMK, const char *_pzWAV, int nWav)
Smacker_Close(hSMK);
ctrlClearAllInput();
FX_StopAllSounds_();
soundEngine->StopAllChannels();
videoSetPalette(0, 0, 8+2);
tileDelete(kSMKTile);
Bfree(pzSMK_);

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@ -26,7 +26,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "build.h"
#include "common.h"
#include "mmulti.h"
#include "fx_man.h"
#include "common_game.h"
#include "blood.h"
#include "endgame.h"
@ -42,6 +41,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "statistics.h"
#include "gamemenu.h"
#include "gstrings.h"
#include "sound/s_soundinternal.h"
BEGIN_BLD_NS
@ -119,8 +119,7 @@ void CEndGameMgr::Finish(void)
{
levelSetupOptions(gGameOptions.nEpisode, gNextLevel);
gInitialNetPlayers = numplayers;
FX_StopAllSounds_();
sndKillAllSounds();
soundEngine->StopAllChannels();
gStartNewGame = 1;
gInputMode = (INPUT_MODE)at1;
at0 = 0;

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@ -26,7 +26,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "build.h"
#include "compat.h"
#include "common_game.h"
#include "fx_man.h"
#include "config.h"
#include "gameutil.h"

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@ -25,7 +25,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "build.h"
#include "compat.h"
#include "music.h"
#include "fx_man.h"
#include "common_game.h"
#include "config.h"
#include "levels.h"

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@ -36,7 +36,6 @@
#include "c_cvars.h"
#include "common.h"
#include "fx_man.h"
#include "baselayer.h"
#include "gameconfigfile.h"
#include "gamecontrol.h"
@ -138,11 +137,6 @@ CVARD(Bool, snd_doppler, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable
CVARD(Bool, mus_restartonload, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "restart the music when loading a saved game with the same map or not") // only implemented for Blood - todo: generalize
CVARD(Bool, mus_redbook, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_FRONTEND_BLOOD, "enables/disables redbook audio (Blood only!)") // only Blood has assets for this.
CUSTOM_CVARD(Bool, snd_reversestereo, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL, "reverses the stereo channels")
{
FX_SetReverseStereo(self);
}
CUSTOM_CVARD(Int, snd_fxvolume, 255, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "controls volume for sound effects")
{
if (self < 0) self = 0;

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@ -40,7 +40,6 @@ EXTERN_CVAR(Bool, snd_doppler)
EXTERN_CVAR(Bool, mus_enabled)
EXTERN_CVAR(Bool, mus_restartonload)
EXTERN_CVAR(Bool, mus_redbook)
EXTERN_CVAR(Bool, snd_reversestereo)
EXTERN_CVAR(Int, snd_fxvolume)
EXTERN_CVAR(Int, snd_mixrate)
EXTERN_CVAR(Int, snd_numchannels)

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@ -48,12 +48,12 @@
#include "printf.h"
#include "v_draw.h"
#include "gamecontrol.h"
#include "fx_man.h"
#include "pragmas.h"
#include "build.h"
#include "baselayer.h"
#include "statistics.h"
#include "input/m_joy.h"
#include "sound/s_soundinternal.h"
void RegisterDukeMenus();
void RegisterRedneckMenus();
@ -366,7 +366,7 @@ void M_StartControlPanel (bool makeSound)
created = true;
M_CreateMenus();
}
FX_StopAllSounds_();
soundEngine->StopAllChannels();
gi->MenuOpened();
if (makeSound) gi->MenuSound(ActivateSound);

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@ -30,7 +30,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "keys.h"
#include "mytypes.h"
#include "fx_man.h"
#include "music.h"
#include "gamedefs.h"

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@ -34,7 +34,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "mytypes.h"
#include "gamedefs.h"
#include "gamecontrol.h"
#include "fx_man.h"
#include "sounds.h"
#include "config.h"
#include "common_game.h"

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@ -43,7 +43,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "gamedefs.h"
#include "config.h"
#include "network.h"
#include "fx_man.h"
#include "music.h"
#include "text.h"
#include "version.h"
@ -247,12 +246,11 @@ void GameInterface::StartGame(FGameStartup& gs)
else if (Skill == 3)
PlaySound(DIGI_NOPAIN, v3df_none, CHAN_VOICE);
if (handle > FX_Ok)
while (soundEngine->IsSourcePlayingSomething(SOURCE_None, nullptr, CHAN_VOICE))
{
DoUpdateSounds();
handleevents();
}
while (soundEngine->IsSourcePlayingSomething(SOURCE_None, nullptr, CHAN_VOICE))
{
DoUpdateSounds();
handleevents();
}
}
FSavegameInfo GameInterface::GetSaveSig()

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@ -60,7 +60,6 @@ Things required to make savegames work:
#include "lists.h"
#include "network.h"
#include "pal.h"
#include "fx_man.h"
#include "input.h"
#include "mytypes.h"
@ -1392,7 +1391,6 @@ void NewLevel(void)
{
if (DemoPlaying)
{
FX_SetVolume(0); // Shut the hell up while game is loading!
InitLevel();
InitRunLevel();
@ -1415,7 +1413,6 @@ void NewLevel(void)
}
else
{
FX_SetVolume(0); // Shut the hell up while game is loading!
InitLevel();
RunLevel();
STAT_Update(false);
@ -2743,9 +2740,6 @@ void InitRunLevel(void)
SetRedrawScreen(Player + myconnectindex);
snd_reversestereo.Callback();
snd_fxvolume.Callback();
FX_SetVolume(snd_fxvolume); // Turn volume back up
if (snd_ambience)
StartAmbientSound();
}
@ -2757,8 +2751,6 @@ void RunLevel(void)
int i;
InitRunLevel();
FX_SetVolume(snd_fxvolume);
#if 0
waitforeverybody();
#endif

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@ -49,7 +49,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "gamedefs.h"
#include "config.h"
#include "network.h"
#include "fx_man.h"
#include "music.h"
#include "text.h"
#include "version.h"

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@ -34,7 +34,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "tags.h"
#include "ai.h"
#include "quake.h"
#include "fx_man.h"
#include "actor.h"
#include "sector.h"
#include "sprite.h"

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@ -43,7 +43,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "player.h"
#include "weapon.h"
#include "fx_man.h"
#include "menu/menu.h"
#include "swcvar.h"
#include "sound/s_soundinternal.h"

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@ -50,7 +50,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "pal.h"
#include "demo.h"
#include "mclip.h"
#include "fx_man.h"
#include "sprite.h"
#include "weapon.h"

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@ -36,7 +36,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "actor.h"
#include "sprite.h"
#include "track.h"
#include "fx_man.h"
BEGIN_SW_NS

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@ -48,7 +48,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
//#define FILE_TYPE 1
#include "mfile.h"
#include "fx_man.h"
#include "music.h"
#include "weapon.h"
@ -1223,7 +1222,6 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
MUS_ResumeSaved();
if (snd_ambience)
StartAmbientSound();
FX_SetVolume(snd_fxvolume);
TRAVERSE_CONNECT(i)
{

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@ -30,7 +30,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "game.h"
#include "mytypes.h"
#include "fx_man.h"
#include "music.h"
#include "gamedefs.h"

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@ -32,7 +32,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "names2.h"
#include "mytypes.h"
#include "fx_man.h"
#include "music.h"
#include "al_midi.h"
#include "gamedefs.h"

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@ -33,7 +33,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
//#include "settings.h"
#include "mytypes.h"
#include "fx_man.h"
#include "gamedefs.h"
#include "common_game.h"
#include "config.h"

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@ -35,7 +35,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "quake.h"
#include "actor.h"
#include "track.h"
#include "fx_man.h"
#include "gamecontrol.h"
#include "mapinfo.h"

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@ -1327,7 +1327,6 @@ OptionMenu AdvSoundOptions //protected
Title "$ADVSNDMNU_TITLE"
Option "$ADVSNDMNU_SAMPLERATE", "snd_mixrate", "SampleRates"
//Option "$ADVSNDMNU_HRTF", "snd_hrtf", "AutoOffOn"
Option "$ADVSNDMNU_FLIPSTEREO", "snd_reversestereo", "OnOff"
StaticText " "
//Option "$SNDMNU_BACKGROUND", "i_soundinbackground", "OnOff"
//StaticText " "