raze-gles/source/common/sound/backend
Christoph Oelckers a087d566ee - more refactoring on SW's sound system:
* removed all cases of getting a sound handle and checking it later.
* In particular, refactor the cases where the handle is stored in a static local variable. These are fundamentally unsafe because nothing maintains these local variables.
* finished rewriting the PlaySound function. Let's hope this is what was intended, the entire coding here was not particularly good, mixing high and low level sound handling all on the same level.
* call the update routine each tic and not merely every 4th or 8th one, this kind of granularity was ok in 1997 but not with a modern sound engine.
2019-12-18 19:17:37 +01:00
..
efx.h - added GZDoom's sound engine. 2019-12-12 19:21:36 +01:00
i_sound.cpp - fixed 16 bit VOC loader. 2019-12-16 13:18:27 +01:00
i_sound.h - added GZDoom's sound engine. 2019-12-12 19:21:36 +01:00
i_soundinternal.h - more refactoring on SW's sound system: 2019-12-18 19:17:37 +01:00
oalload.h - added GZDoom's sound engine. 2019-12-12 19:21:36 +01:00
oalsound.cpp - update of the sound engine for unlimited channels per source. 2019-12-17 00:29:38 +01:00
oalsound.h - added GZDoom's sound engine. 2019-12-12 19:21:36 +01:00