Christoph Oelckers
4a87003408
- backend update from GZDoom.
...
* Vulkan backend updated.
* zlib replaced with miniz.
* FileReader is now 64 bit capable.
* jpeg replaced with stb-image.
* CMake project warnings fixed.
2023-09-23 09:56:27 +02:00
Christoph Oelckers
cf19d75242
- backend update from GZDoom without adapting other code.
2023-08-19 16:59:05 +02:00
Christoph Oelckers
5da28bf5ad
- added new CHANF_SINGULAR flag plus a handler for CHANF_LOCAL in Duke.
2023-04-16 17:35:22 +02:00
Christoph Oelckers
841402a776
- allow setting loop points for WAV sounds or other simple formats.
2023-01-15 15:19:21 +01:00
Christoph Oelckers
57695a3e07
- cleaned up the pitch management in the sound backend.
2023-01-15 14:06:01 +01:00
Christoph Oelckers
e3d16d254d
- fixed: when deactivating the app, pausing the sound system should not depend on the game's internal pause state.
...
All this tells is that the gameplay was halted. Sound was not stopped when the user either minimized or tabbed away in the in-game menu.
This commit had to be reapplied because it got lost in a backend update.
2022-12-18 15:28:17 +01:00
Christoph Oelckers
c60fea678d
- replace the homegrown hash chain in the sound engine with a TMap.
2022-12-11 18:41:52 +01:00
Christoph Oelckers
a825dfb8ca
- Duke sound is working again.
2022-12-11 18:41:52 +01:00
Christoph Oelckers
f103e33300
- fixed code up to the point where everything compiles again. Duke sounds are currently non-functional.
...
All Duke script code has been changed to use strings as sound names now, just like GZDoom these will be looked up at compile time.
Original Duke sound indices still exist but are now being managed as resource IDs, not sound engine indices anymore.
2022-12-11 18:41:51 +01:00
Christoph Oelckers
2ffdf3d0e1
- backend update from GZDoom.
...
Mainly quaternion math and sound system cleanup.
2022-11-24 16:56:46 +01:00
Christoph Oelckers
800e7939b8
- fixed: when deactivating the app, pausing the sound system should not depend on the game's internal pause state.
...
All this tells is that the gameplay was halted. Sound was not stopped when the user either minimized or tabbed away in the in-game menu.
2022-11-11 18:40:36 +01:00
Christoph Oelckers
c1d603e1e9
- backend update from GZDoom.
2022-10-02 20:33:18 +02:00
Christoph Oelckers
44e64a6a12
- backend update from GZDoom.
...
* GC fix
* better sound range check
* UE model loader license change.
2022-01-11 22:54:37 +01:00
Mitchell Richters
9bbb54fe2e
- Replace every line that just contains spaces or tabs with an empty line feed in all files except 3rd party libraries.
2021-12-30 20:30:21 +11:00
Christoph Oelckers
b54e52330c
- Blood: don't play the same looped sound multiple times on the same actor.
...
This caused some strong echoing on E4M6.
2021-11-29 00:57:11 +01:00
Christoph Oelckers
01abe7b2ac
- addressed most unused/uninitialized variable warnings from MSVC.
2021-11-29 00:55:30 +01:00
Christoph Oelckers
6e0fbb2043
- removed templates.h includes.
2021-10-30 10:51:03 +02:00
Mitch Richters
b02a6a3ec9
- Replace MIN()
from templates.h
with version provided in STL.
2021-10-30 10:36:15 +02:00
Mitch Richters
9894729fc2
- Replace MAX()
from templates.h
with version provided in STL.
...
# Conflicts:
# source/common/textures/hw_ihwtexture.cpp
# source/common/utility/templates.h
2021-10-30 10:36:02 +02:00
Christoph Oelckers
e10bcf6294
- split the screen job code into a generic and a Raze specific part.
...
Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
Christoph Oelckers
60fe1d32fb
- Blood: unpositioned sounds must be limited to one per channel.
2021-05-16 11:51:51 +02:00
Christoph Oelckers
6142f9d795
- added CHANF_FORCE flag for forcing non-looped sounds to start, even when sound is paused.
...
Blood needs this for its PlayerSound controller, which is run right on map load - so without this it wouldn't start the sound when a map is initiated from the console.
2021-04-11 21:14:09 +02:00
Christoph Oelckers
ba5ede65b8
- backend update from GZDoom.
2021-02-26 19:06:10 +01:00
Christoph Oelckers
f341fbc1fb
- backend update.
2020-10-28 21:46:43 +01:00
Christoph Oelckers
47e452f452
- fixed the real issue for the sound problems and reverted the last commit.
...
It was far more serious than a botched merge.
2020-10-11 13:44:23 +02:00
Christoph Oelckers
16fd505f9a
- make sure that sfxinfo_t is always fully initialized by adding initializer values to all fields.
...
Let's hope this finally fixes those sound hiccups.
2020-10-10 09:47:00 +02:00
Christoph Oelckers
a9ca6c8081
- sound backend update from GZDoom.
2020-09-27 16:12:49 +02:00
Christoph Oelckers
b93a9b478a
- implemented World Tour's developer commentaries.
2020-09-26 17:43:34 +02:00
Christoph Oelckers
443ddf670b
- let the ANM player wait until the sound has finished if it has reached the last frame before the sound ends.
...
In Shadow Warrior there's a few where the sound plays a bit longer than the video.
Fixes #341
2020-09-05 18:14:50 +02:00
Christoph Oelckers
4e846f8d66
- do not print game init messages to the notify display.
2020-08-26 20:19:54 +02:00
Christoph Oelckers
2fd2ad2212
- sky code cleanup and transitioning of Duke's.
2020-07-15 00:06:19 +02:00
Christoph Oelckers
a9141af545
- backend update.
2020-06-11 09:15:44 +02:00
Christoph Oelckers
d7225c1965
- backend update from GZDoom
2020-06-07 15:02:54 +02:00
Christoph Oelckers
f0f17fa34f
- moved sound code to "common".
2020-05-23 12:59:12 +02:00