mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- sound system rework. Not complete.
This commit is contained in:
parent
dba1a348d5
commit
62660e76f3
8 changed files with 102 additions and 196 deletions
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@ -7,9 +7,9 @@ endif()
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include_directories( "${CMAKE_CURRENT_SOURCE_DIR}/../../build/include" )
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if (WIN32)
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include_directories( "${ZLIB_INCLUDE_DIR}" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/vpx" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/sdl2")
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include_directories( "${ZLIB_INCLUDE_DIR}" "${ZMUSIC_INCLUDE_DIR}" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/vpx" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/sdl2")
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else ()
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include_directories( "${ZLIB_INCLUDE_DIR}" "${BZIP2_INCLUDE_DIR}" "${LZMA_INCLUDE_DIR}" "${JPEG_INCLUDE_DIR}" "${GDTOA_INCLUDE_DIR}")
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include_directories( "${ZLIB_INCLUDE_DIR}" "${ZMUSIC_INCLUDE_DIR}" "${BZIP2_INCLUDE_DIR}" "${LZMA_INCLUDE_DIR}" "${JPEG_INCLUDE_DIR}" "${GDTOA_INCLUDE_DIR}")
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endif()
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include_directories(
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@ -7,9 +7,9 @@ endif()
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include_directories( "${CMAKE_CURRENT_SOURCE_DIR}/../../build/include" )
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if (WIN32)
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include_directories( "${ZLIB_INCLUDE_DIR}" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/vpx" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/sdl2" )
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include_directories( "${ZLIB_INCLUDE_DIR}" "${ZMUSIC_INCLUDE_DIR}" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/vpx" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/sdl2" )
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else ()
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include_directories( "${ZLIB_INCLUDE_DIR}" "${BZIP2_INCLUDE_DIR}" "${LZMA_INCLUDE_DIR}" "${JPEG_INCLUDE_DIR}" "${GDTOA_INCLUDE_DIR}")
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include_directories( "${ZLIB_INCLUDE_DIR}" "${ZMUSIC_INCLUDE_DIR}" "${BZIP2_INCLUDE_DIR}" "${LZMA_INCLUDE_DIR}" "${JPEG_INCLUDE_DIR}" "${GDTOA_INCLUDE_DIR}")
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endif()
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include_directories(
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@ -172,7 +172,6 @@ enum gametokens
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static void gameTimerHandler(void)
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{
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S_Cleanup();
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MUSIC_Update();
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G_HandleSpecialKeys();
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@ -3734,7 +3734,6 @@ void P_FragPlayer(int playerNum)
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if (pPlayer->scream_voice > FX_Ok)
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{
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FX_StopSound(pPlayer->scream_voice);
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S_Cleanup();
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pPlayer->scream_voice = -1;
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}
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}
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@ -5048,7 +5047,6 @@ void P_ProcessInput(int playerNum)
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if (pPlayer->scream_voice > FX_Ok)
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{
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FX_StopSound(pPlayer->scream_voice);
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S_Cleanup();
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pPlayer->scream_voice = -1;
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}
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@ -90,7 +90,7 @@ void S_SoundStartup(void)
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snd_fxvolume.Callback();
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snd_reversestereo.Callback();
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FX_SetCallBack(S_Callback);
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//FX_SetCallBack(S_Callback);
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FX_SetPrintf(OSD_Printf);
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}
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@ -119,51 +119,6 @@ void S_PauseSounds(bool paused)
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}
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}
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void S_Cleanup(void)
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{
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static uint32_t ldnum = 0;
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while (ldnum < dnum)
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{
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uint32_t num = dq[ldnum++ & (DQSIZE - 1)];
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// negative index is RTS playback
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if ((int32_t)num < 0)
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{
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continue;
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}
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// num + (MAXSOUNDS*MAXSOUNDINSTANCES) is a sound played globally
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// for which there was no open slot to keep track of the voice
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if (num >= (MAXSOUNDS*MAXSOUNDINSTANCES))
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{
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continue;
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}
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int const voiceindex = num & (MAXSOUNDINSTANCES - 1);
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num = (num - voiceindex) / MAXSOUNDINSTANCES;
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auto &snd = g_sounds[num];
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auto &voice = snd.voices[voiceindex];
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int const spriteNum = voice.owner;
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if (EDUKE32_PREDICT_FALSE(snd.num > MAXSOUNDINSTANCES))
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OSD_Printf(OSD_ERROR "S_Cleanup(): num exceeds MAXSOUNDINSTANCES! g_sounds[%d].num %d wtf?\n", num, snd.num);
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else if (snd.num > 0)
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--snd.num;
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// MUSICANDSFX uses t_data[0] to control restarting the sound
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// CLEAR_SOUND_T0
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if (spriteNum != -1 && S_IsAmbientSFX(spriteNum) && sector[SECT(spriteNum)].lotag < 3) // ST_2_UNDERWATER
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actor[spriteNum].t_data[0] = 0;
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S_SetProperties(&voice, -1, 0, UINT16_MAX, 0);
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}
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}
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// returns number of bytes read
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int32_t S_LoadSound(int num)
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{
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@ -211,74 +166,105 @@ static inline int S_GetPitch(int num)
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return (range == 0) ? snd.ps : min(snd.ps, snd.pe) + rand() % range;
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}
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static int S_TakeSlot(int soundNum)
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//==========================================================================
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//
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//
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//
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//==========================================================================
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float S_ConvertPitch(int lpitch)
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{
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S_Cleanup();
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return pow(2, lpitch / 1200.); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
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}
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uint16_t dist = 0;
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uint16_t clock = 0;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int bestslot = 0;
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int slot = 0;
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static int S_CalcDistAndAng(int spriteNum, int soundNum, int sectNum, int angle,
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const vec3_t *cam, const vec3_t *pos, int *distPtr, FVector3 *sndPos)
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{
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// Todo: Some of this hackery really should be done using rolloff and attenuation instead of messing around with the sound origin.
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int orgsndist = 0, sndang = 0, sndist = 0, explosion = 0;
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int userflags = soundEngine->GetUserFlags(soundNum);
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int dist_adjust = soundEngine->GetUserData(soundNum);
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auto &snd = g_sounds[soundNum];
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if (PN(spriteNum) == APLAYER && P_Get(spriteNum) == screenpeek)
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goto sound_further_processing;
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while (slot < MAXSOUNDINSTANCES && snd.voices[slot].id > 0)
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orgsndist = sndist = FindDistance3D(cam->x-pos->x, cam->y-pos->y, (cam->z-pos->z));
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if ((userflags & (SF_GLOBAL|SF_DTAG)) != SF_GLOBAL && S_IsAmbientSFX(spriteNum) && (sector[SECT(spriteNum)].lotag&0xff) < 9) // ST_9_SLIDING_ST_DOOR
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sndist = divscale14(sndist, SHT(spriteNum)+1);
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sound_further_processing:
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sndist += dist_adjust;
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if (sndist < 0)
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sndist = 0;
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if (!FURY && sectNum > -1 && sndist && PN(spriteNum) != MUSICANDSFX
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&& !cansee(cam->x, cam->y, cam->z - (24 << 8), sectNum, SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (24 << 8), SECT(spriteNum)))
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sndist += sndist>>5;
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if ((userflags & (SF_GLOBAL|SF_DTAG)) == (SF_GLOBAL|SF_DTAG))
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{
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auto &voice = snd.voices[slot];
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boost:
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int const sdist = dist_adjust ? dist_adjust : 6144;
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if (voice.dist > dist || (voice.dist == dist && voice.clock > clock))
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explosion = true;
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if (sndist > sdist)
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sndist = sdist;
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}
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else if (!FURY)
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{
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switch (DYNAMICSOUNDMAP(soundNum))
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{
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clock = voice.clock;
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dist = voice.dist;
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bestslot = slot;
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case PIPEBOMB_EXPLODE__STATIC:
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case LASERTRIP_EXPLODE__STATIC:
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case RPG_EXPLODE__STATIC:
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goto boost;
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}
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slot++;
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}
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if (slot != MAXSOUNDINSTANCES)
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return slot;
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if ((userflags & (SF_GLOBAL|SF_DTAG)) == SF_GLOBAL || sndist < ((255-LOUDESTVOLUME) << 6))
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sndist = ((255-LOUDESTVOLUME) << 6);
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if (FX_SoundActive(snd.voices[bestslot].id))
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FX_StopSound(snd.voices[bestslot].id);
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if (distPtr)
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{
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*distPtr = sndist;
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}
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mutex_lock(&m_callback);
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unative_t const ldnum = dnum;
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dq[ldnum & (DQSIZE-1)] = (soundNum * MAXSOUNDINSTANCES) + bestslot;
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dnum++;
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mutex_unlock(&m_callback);
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if (sndPos)
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{
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// Now calculate the position in sound system coordinates.
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FVector3 sndvec = { float(pos->x - cam->x), (pos->z - cam->z) / 16.f, float(pos->y - cam->y) }; // distance vector
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FVector3 campos = { float(pos->x), (cam->z) / 16.f, float(cam->y) }; // camera position
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sndvec *= float(sndist) / orgsndist; // adjust by what was calculated above;
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*sndPos = campos + sndvec; // final sound pos - still in Build fixed point coordinates.
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*sndPos *= (1.f / 16); sndPos->Z = -sndPos->Z; // The sound engine works with Doom's coordinate system so do the necessary conversions
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}
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S_Cleanup();
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return bestslot;
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return explosion;
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}
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static int S_GetSlot(int soundNum)
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{
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int slot = 0;
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while (slot < MAXSOUNDINSTANCES && g_sounds[soundNum].voices[slot].id > 0)
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slot++;
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return slot == MAXSOUNDINSTANCES ? S_TakeSlot(soundNum) : slot;
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}
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static inline int S_GetAngle(int ang, const vec3_t *cam, const vec3_t *pos)
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{
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return (2048 + ang - getangle(cam->x - pos->x, cam->y - pos->y)) & 2047;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void S_Update(void)
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{
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if ((g_player[myconnectindex].ps->gm & (MODE_GAME|MODE_DEMO)) == 0)
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if ((g_player[myconnectindex].ps->gm & (MODE_GAME | MODE_DEMO)) == 0)
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return;
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g_numEnvSoundsPlaying = 0;
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const vec3_t *c;
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int32_t ca,cs;
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const vec3_t* c;
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int32_t ca, cs;
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if (ud.camerasprite == -1)
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{
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@ -303,7 +289,7 @@ void S_Update(void)
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ca = sprite[ud.camerasprite].ang;
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}
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int sndnum = 0;
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int sndnum = 0;
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int const highest = g_highestSoundIdx;
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do
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@ -311,9 +297,7 @@ void S_Update(void)
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if (g_sounds[sndnum].num == 0)
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continue;
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S_Cleanup();
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for (auto &voice : g_sounds[sndnum].voices)
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for (auto& voice : g_sounds[sndnum].voices)
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{
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int const spriteNum = voice.owner;
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@ -322,78 +306,19 @@ void S_Update(void)
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int sndist, sndang;
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S_CalcDistAndAng(spriteNum, sndnum, cs, ca, c, (const vec3_t *)&sprite[spriteNum], &sndist, &sndang);
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S_CalcDistAndAng(spriteNum, sndnum, cs, ca, c, (const vec3_t*)&sprite[spriteNum], &sndist, nullptr);
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if (S_IsAmbientSFX(spriteNum))
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g_numEnvSoundsPlaying++;
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// AMBIENT_SOUND
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FX_Pan3D(voice.id, sndang >> 4, sndist >> 6);
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//FX_Pan3D(voice.id, sndang >> 4, sndist >> 6);
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voice.dist = sndist >> 6;
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voice.clock++;
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}
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} while (++sndnum <= highest);
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}
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//==========================================================================
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//
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// With OpenAL we are only interested in how this function alters
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// the distance to calculate attenuation.
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//
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//==========================================================================
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static int S_CalcDistAndAng(int spriteNum, int soundNum, int sectNum, int angle, int* distPtr)
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{
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int sndang = 0, sndist = 0, explosion = 0;
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if (PN(spriteNum) == APLAYER && P_Get(spriteNum) == screenpeek)
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goto sound_further_processing;
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sndang = S_GetAngle(angle, cam, pos);
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sndist = FindDistance3D(cam->x - pos->x, cam->y - pos->y, (cam->z - pos->z));
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if ((g_sounds[soundNum].m & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL && S_IsAmbientSFX(spriteNum) && (sector[SECT(spriteNum)].lotag & 0xff) < 9) // ST_9_SLIDING_ST_DOOR
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sndist = divscale14(sndist, SHT(spriteNum) + 1);
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sound_further_processing:
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sndist += g_sounds[soundNum].vo;
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if (sndist < 0)
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sndist = 0;
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if (!FURY && sectNum > -1 && sndist && PN(spriteNum) != MUSICANDSFX
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&& !cansee(cam->x, cam->y, cam->z - (24 << 8), sectNum, SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (24 << 8), SECT(spriteNum)))
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sndist += sndist >> 5;
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if ((g_sounds[soundNum].m & (SF_GLOBAL | SF_DTAG)) == (SF_GLOBAL | SF_DTAG))
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{
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boost:
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int const sdist = g_sounds[soundNum].vo > 0 ? g_sounds[soundNum].vo : 6144;
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explosion = true;
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if (sndist > sdist)
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sndist = sdist;
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}
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else if (!FURY)
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{
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switch (DYNAMICSOUNDMAP(soundNum))
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{
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case PIPEBOMB_EXPLODE__STATIC:
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case LASERTRIP_EXPLODE__STATIC:
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case RPG_EXPLODE__STATIC:
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goto boost;
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}
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}
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if ((g_sounds[soundNum].m & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL || sndist < ((255 - LOUDESTVOLUME) << 6))
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sndist = ((255 - LOUDESTVOLUME) << 6);
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*distPtr = sndist;
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*angPtr = sndang;
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return explosion;
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}
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//==========================================================================
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//
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@ -437,8 +362,9 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos)
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}
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int32_t sndist, sndang;
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int const explosionp = S_CalcDistAndAng(spriteNum, sndnum, CAMERA(sect), fix16_to_int(CAMERA(q16ang)), &CAMERA(pos), pos, &sndist, &sndang);
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int32_t sndist;
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FVector3 sndpos; // this is in sound engine space.
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int const explosionp = S_CalcDistAndAng(spriteNum, sndnum, CAMERA(sect), fix16_to_int(CAMERA(q16ang)), &CAMERA(pos), pos, &sndist, &sndpos);
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int pitch = S_GetPitch(sndnum);
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auto const pOther = g_player[screenpeek].ps;
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@ -461,36 +387,21 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos)
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pitch = -768;
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}
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if (snd.num > 0 && PN(spriteNum) != MUSICANDSFX)
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S_StopEnvSound(sndNum, spriteNum);
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bool is_playing = soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, sndnum);
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if (is_playing && PN(spriteNum) != MUSICANDSFX)
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S_StopEnvSound(sndnum, spriteNum);
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int const sndSlot = S_GetSlot(sndNum);
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int const repeatp = (userflags & SF_LOOP);
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if (sndSlot >= MAXSOUNDINSTANCES)
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if (repeatp && (userflags & SF_ONEINST_INTERNAL) && is_playing)
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{
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return -1;
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}
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int const repeatp = (snd.m & SF_LOOP);
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if (repeatp && (snd.m & SF_ONEINST_INTERNAL) && snd.num > 0)
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{
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return -1;
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}
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int const voice = FX_Play3D(snd.ptr, snd.siz, repeatp ? FX_LOOP : FX_ONESHOT, pitch, sndang >> 4, sndist >> 6,
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snd.pr, snd.volume, (sndNum * MAXSOUNDINSTANCES) + sndSlot);
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if (voice <= FX_Ok)
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{
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return -1;
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}
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snd.num++;
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S_SetProperties(&snd.voices[sndSlot], spriteNum, voice, sndist >> 6, 0);
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return voice;
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// Now
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auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, CHAN_AUTO, sndnum, 1.f, 1.f, nullptr, S_ConvertPitch(pitch));
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if (!chan) return -1;
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return 0;
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}
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//==========================================================================
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@ -510,9 +421,8 @@ int S_PlaySound(int num)
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return -1;
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int const pitch = S_GetPitch(num);
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double expitch = pow(2, pitch / 1200.); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
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|
||||
soundEngine->StartSound(SOURCE_None, nullptr, nullptr, (userflags & SF_LOOP)? CHAN_AUTO|CHAN_LOOP : CHAN_AUTO, sndnum, 1.f, ATTN_NONE, nullptr, expitch);
|
||||
soundEngine->StartSound(SOURCE_None, nullptr, nullptr, (userflags & SF_LOOP)? CHAN_AUTO|CHAN_LOOP : CHAN_AUTO, sndnum, 1.f, ATTN_NONE, nullptr, S_ConvertPitch(pitch));
|
||||
/* for reference. May still be needed for balancing later.
|
||||
: FX_Play3D(snd.ptr, snd.siz, FX_ONESHOT, pitch, 0, 255 - LOUDESTVOLUME, snd.pr, snd.volume,
|
||||
(num * MAXSOUNDINSTANCES) + sndnum);
|
||||
|
|
|
@ -66,7 +66,6 @@ int A_PlaySound(int soundNum, int spriteNum);
|
|||
void S_Callback(intptr_t num);
|
||||
int A_CheckAnySoundPlaying(int spriteNum);
|
||||
int S_CheckSoundPlaying(int soundNum);
|
||||
void S_Cleanup(void);
|
||||
inline void S_ClearSoundLocks(void) {}
|
||||
int32_t S_LoadSound(uint32_t num);
|
||||
void cacheAllSounds(void);
|
||||
|
|
|
@ -7,9 +7,9 @@ endif()
|
|||
include_directories( "${CMAKE_CURRENT_SOURCE_DIR}/../../build/include" )
|
||||
|
||||
if (WIN32)
|
||||
include_directories( "${ZLIB_INCLUDE_DIR}" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/vpx" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/sdl2")
|
||||
include_directories( "${ZLIB_INCLUDE_DIR}" "${ZMUSIC_INCLUDE_DIR}" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/vpx" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/sdl2")
|
||||
else ()
|
||||
include_directories( "${ZLIB_INCLUDE_DIR}" "${BZIP2_INCLUDE_DIR}" "${LZMA_INCLUDE_DIR}" "${JPEG_INCLUDE_DIR}" "${GDTOA_INCLUDE_DIR}")
|
||||
include_directories( "${ZLIB_INCLUDE_DIR}" "${ZMUSIC_INCLUDE_DIR}" "${BZIP2_INCLUDE_DIR}" "${LZMA_INCLUDE_DIR}" "${JPEG_INCLUDE_DIR}" "${GDTOA_INCLUDE_DIR}")
|
||||
endif()
|
||||
|
||||
include_directories(
|
||||
|
|
|
@ -7,9 +7,9 @@ endif()
|
|||
include_directories( "${CMAKE_CURRENT_SOURCE_DIR}/../../build/include" )
|
||||
|
||||
if (WIN32)
|
||||
include_directories( "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/vpx" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/sdl2")
|
||||
include_directories( "${ZMUSIC_INCLUDE_DIR}" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/vpx" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/sdl2")
|
||||
else ()
|
||||
include_directories( "${ZLIB_INCLUDE_DIR}" "${BZIP2_INCLUDE_DIR}" "${LZMA_INCLUDE_DIR}" "${JPEG_INCLUDE_DIR}" "${GDTOA_INCLUDE_DIR}")
|
||||
include_directories( "${ZLIB_INCLUDE_DIR}" "${ZMUSIC_INCLUDE_DIR}" "${BZIP2_INCLUDE_DIR}" "${LZMA_INCLUDE_DIR}" "${JPEG_INCLUDE_DIR}" "${GDTOA_INCLUDE_DIR}")
|
||||
endif()
|
||||
|
||||
include_directories(
|
||||
|
|
Loading…
Reference in a new issue