- Fixed compilation with FMOD 4.38+. The removal of hardware voices and EAX was a fairly
major change, so I'm making no provisions for using older FMOD DLLs when compiled with the
4.38 API. However, sound positioning is still broken like in 4.28, so you are recommended
to continue building with 4.26. Also, the Freeverb-based DSP unit is no longer present in
FMOD, so the underwater effect is currently unavailable when using 4.38 until I can figure
out how to make it work with the SFX Reverb unit instead. (And on that topic, the Freeverb
DSP was officially only for stereo outputs, so I really shouldn't have been using it in the
first place.)
- Since I would like to eventually figure out the sound positioning issues with the newer
FMODs, the following have been added:
* snd_drawoutput now labels its outputs with the speakers they represent.
* DCanvas::DrawTextA was added as an alias for DrawText, since the Windows headers #define
DrawText to a Unicode/non-Unicode variant.
* The loopsound console command was added to spawn an actor at the player's location and
have it loop a sound infinitely.
Hopefully I can figure it out. FMOD's 3D example works, so I assume the problem lies with
my code, though I don't really know where to begin looking for the problem.
SVN r3350 (trunk)
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9 changed files with 545 additions and 368 deletions
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@ -671,7 +671,7 @@ void drawquad(float x0, float y0, float x1, float y1, float x2, float y2, float
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void printnum(int x, int y, int num)
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{
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char foo[16]; mysnprintf (foo, countof(foo), "%d", num);
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RenderTarget->DrawText (SmallFont, CR_WHITE, x, y, foo);
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RenderTarget->DrawText (SmallFont, CR_WHITE, x, y, foo, TAG_DONE);
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}
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void drawpolymosttest()
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