- Add environment 255, 255 as a way to get the software underwater effect in
any zone you want. - Using a too-recent version of FMOD now gives an error, since there may be breaking changes to the API from one version to the next (excluding revisions in stable branches, which only represent bug fixes). - Updated fmod_wrap.h for FMOD 4.16 and corrected a bug that had gone unnoticed before: The delayhi and delaylo parameters for Channel::setDelay() and getDelay() were swapped. SVN r1032 (trunk)
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parent
3397266e0f
commit
4a1cb412f1
6 changed files with 192 additions and 153 deletions
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@ -103,9 +103,22 @@ static const char *ReverbFieldNames[NUM_REVERB_FIELDS+2] =
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static const char *BoolNames[3] = { "False", "True", NULL };
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static ReverbContainer DSPWater =
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{
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// Based on the "off" reverb, this one uses the software water effect,
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// which is completely independant from EAX-like reverb.
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NULL,
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"DSP Water",
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0xffff,
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true,
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false,
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{0, 0, 7.5f, 1.00f, -10000, -10000, 0, 1.00f, 1.00f, 1.0f, -2602, 0.007f, 0.0f,0.0f,0.0f, 200, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 0.0f, 0.0f, 0x33f },
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true
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};
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static ReverbContainer Psychotic =
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{
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NULL,
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&DSPWater,
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"Psychotic",
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0x1900,
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true,
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@ -564,6 +577,7 @@ static void ReadReverbDef (int lump)
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newenv->ID = (id1 << 8) | id2;
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newenv->Builtin = false;
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newenv->Properties = props;
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newenv->SoftwareWater = false;
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S_AddEnvironment (newenv);
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}
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}
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