I investigated the issue a bit more by copying the grenade sounds from Wolfenstein: Blade of Agony and the definitions for the sounds from its SNDINFO lump, and then copying the entire SNDINFO lump from Wolfenstein: Blade of Agony into a small test mod, and disabling tags like $volume and $rolloff using sed. It turns out disabling $rolloff tags fixed the issue, and looking into the code, it seems as though the global rolloff was always being changed, or that rolloff was picking up a garbage pointer.
Fixes#1849
Due to C++ conversion rules this was a bit too volatile. There's really not enough places where being able to pass a string directly into the sound API was beneficial - the two most frequent functions now got overloaded variants.
This works similar to MAPINFO: The first definition in a file declares the format, all later ones must be the same.
This change in syntax increases robustness significantly because it avoids the problems with the original syntax not being able to detect badly formatted names.
- Just set init for SoundClass to empty.
- Removed code block from SetActorProperty for APROP_Soundclass that does nothing
- Lower-cased soundclass in FSerializer
- Created a new const char to read the player's soundclass. If the playerpawn returns NAME_None for it's default, then it will set defaultsoundclass to "player". After running the skin code, the function now returns defaultsoundclass or soundclass, depending if soundclass is empty or not.
- Renamed GetSoundClass to S_GetSoundClass
- SoundClass is instantiated to "" by default. Since this property is only used when it is not empty (otherwise GetSoundClass just defaults to player), we can get away with this.
- We may want the soundclass to remain the same if we explicitly set it to the same one that is currently used (say, we set SoundClass to "Caleb" so all other skins can use it)
- GetActorProperty for APROP_SoundClass just calls GetSoundClass,
- CheckActorProperty also just runs GetSoundClass
- GetSoundClass is no longer a static method. We needed to access it in other places.
- Made renovations to GetSoundClass. First of all, SoundClass is no longer instantiated there. Secondly, skinned sounds are now returned if SoundClass is empty. Thirdly, "sclass" in this method will return the default soundclass of the player pawn or SoundClass, depending on if SoundClass is empty. Finally, sclass will retrieve "player" if it is empty.
- I couldn't simply init SoundClass to NAME_SoundClass, even after converting it to the appropriate type. Probably because NAME_SoundClass hasn't been parsed from decorate yet. Instead, I change it to NAME_SoundClass through GetSoundClass if it's valid and currently "player".
- The skin checker code in GetSoundClass now checks if the SoundClass is equal to NAME_SoundClass. This mechanism exists so that way reverting the SoundClass to NAME_SoundClass processes the skin soundclass code. If it's different, the code is not processed.
- Just returns sclass. This is never null, so there's no need to check if so.
- S_FindSkinnedSound just uses GetSoundClass. This makes sure skins are checked.
- Gave default init value to SoundClass as "Player"
- Changed SoundClass detection to use the if/else structure
- Checked for null pointer in S_FindSkinnedSound when reading the player's sound class
- Sets the direct pitch of the sound to the specific float. Default is 0.0, meaning do not set a specific pitch. Regular pitch is 1.0.
- Only works for direct sound definitions.
- Overrides $PitchShift unless value is <= 0.0
- Overridden by A_StartSound's pitch parameter if the value > 0.0.
src/sound/s_advsound.cpp:953:9: warning: logical not is only applied to the left hand side of this bitwise operator [-Wlogical-not-parentheses]
src/sound/s_advsound.cpp:1264:20: warning: logical not is only applied to the left hand side of this bitwise operator [-Wlogical-not-parentheses]
src/sound/s_advsound.cpp:1426:6: warning: logical not is only applied to the left hand side of this bitwise operator [-Wlogical-not-parentheses]
* change the license of the main file because there is no more id-based code here licensed under the GPL.
* moved VM interface definition out of the implementation.
* moved idmus CCMD out of implementation because it is dependent on Doom level definitions.
* moved s_music.cpp into the music folder with the rest of the music code.
This is to keep as much higher level logic out of these as possible. The presentation of the data should be a concern of the file system, not the data containers.
These were creating dangerous interdependencies. It is better to do explicit conversions when needed.
As an added plus, this means that zstring.h no longer depends on name.h which was very annoying.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
This implementation only reads GIF, BMP and PIC formats. No animated GIF support because stb_image does not handle that.
PNG, JPG and TGA are still being handled by the existing dedicated implementations.
PSD and HDR are impractical for reading texture data and thus are disabled.
PnM could be enabled, if its identification semantics were stronger. stb_image only checks the first two characters which simply would falsely identify several flats with the right colors in the first two bytes.
This is more or less a waste product of getting stb_image to work with something actually testable, so it is just provided as-is.