Christoph Oelckers
7fee89d1f5
- uncouple the file system from the engine's Printf function.
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This is needed to use it in non GZDoom based projects.
2023-08-17 21:36:22 +02:00
Cacodemon345
14a3cf8fc2
CMakeLists upgrade to 3.16 and cleanup
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* Remove precompiled header hack
* Fixes for compilation on VS2022 Debug configurations
2023-08-14 19:30:50 +02:00
Christoph Oelckers
4538236a38
- cleaned i_music.h off external dependencies.
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* take I_BuildMIDIMenuList out of it
* pass the command line state to disable music from the init call.
* don't declare internal 'nomusic' variable in the header.
2023-06-17 09:49:15 +02:00
Christoph Oelckers
89d8c7b4fe
- minor cleanup of i_soundinternal.h.
2023-06-16 20:51:26 +02:00
Christoph Oelckers
acfe82b9a8
- Backend update from Raze.
2023-05-27 09:31:17 +02:00
Christoph Oelckers
47b76180d6
- fixed several warnings emitted by Clang.
2023-03-26 08:48:54 +02:00
Christoph Oelckers
f6bfc48d9f
- Backend update from Raze.
2023-02-11 12:05:45 +01:00
Emanuele Disco
faaf938b18
refactor: add some logs to help understand what is happening during soundfont selection.
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It helps understand what soundfont is currently used
refs: https://github.com/ZDoom/ZMusic/pull/44
2023-01-24 07:19:23 -05:00
Christoph Oelckers
3ea49a66d1
- cleaned up the pitch management in the sound backend.
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This now treats all pitch methods equally instead of the preferential treatment of Doom's original pitch hack. Most importantly, the sound channel now stores the pitch as a floating point value instead of 9.7 fixed point.
snd_pitched now also gets checked in the sound engine, not the low level interface.
2023-01-15 14:01:37 +01:00
Christoph Oelckers
941c0850ba
- Backend update from Raze.
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Mainly optimizations for the sound system and texture manager.
2022-12-18 16:19:18 +01:00
Christoph Oelckers
473221bb33
- fixed SoundEngine::isValidSoundId.
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This never accounted for linked and random sounds. It never got noticed because it never was used to validate anything essential before.
2022-11-25 10:28:18 +01:00
Christoph Oelckers
65a26d6779
- removed the string constructors from FSoundID.
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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.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
b89c4affae
- removed the string assignment operators.
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These all caught literal 0's as well
2022-11-24 23:52:52 +01:00
Christoph Oelckers
d173c0453c
- handle all remaining places of sound ID conversions after removing the conversion operators.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
160633a4a2
- migrate a large part of the sound code to FSoundIDs.
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This has always been a wild mixture of IDs and ints.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
1a6da52961
- use FSoundID in SoundEngine's interface.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
d13f12cc37
- this should take care of the S_* interface.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
7e8de9d1ba
- made more use of FSoundID.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
4d1b44d9e3
- eliminated GetSounds from the sound engine's interface.
2022-11-24 23:52:51 +01:00
Christoph Oelckers
671b8696bb
- made CVar declarations type safe again.
2022-10-22 09:29:38 +02:00
Christoph Oelckers
453688ccc6
- reworked CVARs to not use a linked list and to be initialized manually.
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This solves two problems:
* The linked list is too slow, a map is better. A map cannot be used with statically allocated CVARs because order of initialization is undefined.
* The current CVAR system is an unordered mishmash of static variables and dynamically allocated ones and the means of identification are unsafe. With this everything is allocated on the heap so it can all be handled the same by the cleanup code.
2022-10-21 18:56:43 +02:00
Christoph Oelckers
c0c9f8e15c
- Backend update from Raze.
2022-10-14 20:11:05 +02:00
Chris Robinson
7401e02a14
Include the source latency for movie audio synchronization
2022-10-10 08:33:23 +02:00
Chris Robinson
23fff7791e
Update and use OpenAL Soft's extension headers
2022-10-10 08:33:23 +02:00
Chris Robinson
78f40fe99c
Add a method to retrieve the play position of a SoundStream
2022-10-10 08:33:23 +02:00
Chris Robinson
c808aad595
Play the VPX "soundtrack" as a SoundStream
2022-10-10 08:33:23 +02:00
Christoph Oelckers
519005ff4d
- snd_reset cannot be shared.
2022-10-02 20:22:23 +02:00
Christoph Oelckers
207913bced
- added a config getter to the interface.
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Now the only external reference left in the backend code is the call to GameMain.
2022-10-02 18:42:08 +02:00
Christoph Oelckers
8aaab153fa
- add a system interface for CheckCheatmode and moved some sound code to the backend.
2022-10-02 16:48:56 +02:00
Christoph Oelckers
c596095fe0
- minor cleanup.
2022-10-02 14:36:49 +02:00
Christoph Oelckers
65f6e788eb
- moved gitinfo.h into the backend
2022-10-02 14:20:15 +02:00
Emanuele Disco
71dedf6c87
Fixed GUS Emulation with DMXGUS(C) lump conf.
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- changed default value for midi_config to empty string since gus is not working with sf2 file
- fixed SetupDMXGUS not loading lump correctly, wrong use of CheckNumForFullName
- midi_config default to empty string, since lzdoom.sf2 doesn't seem supported (distorted sound)
- added absolute paths to FZipPatReader so we can add custom patches to resource files by using gus_patchdir and/or ULTRADIR variable (some custom maps has custom patches that can be added this way without putting them inside the resource file or in the same folder of the configuration file)
- set timidity_reverb_level min value to 0 in menudef.txt, set to 9 by mistake?
2022-04-09 22:45:31 +02:00
Christoph Oelckers
64ef03428d
- added proper range check to the main sound playing function.
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We got a report where this crashed on a bad sound index.
2022-01-07 00:16:30 +01:00
Christoph Oelckers
e60e6967c0
- whitespace cleanup, updated from Raze.
2022-01-02 12:23:42 +01:00
Christoph Oelckers
1c517d19fa
- Backend update from Raze.
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This is mainly code cleanup from setting the compiler to a stricter warning level.
2022-01-02 11:39:17 +01:00
Christoph Oelckers
77d74a11d1
- removed most templates.h includes.
2021-10-30 10:49:12 +02:00
Christoph Oelckers
eb69bbcae0
- replaced MIN/MAX in common code.
2021-10-30 10:46:17 +02:00
Christoph Oelckers
b82b5384a0
- Backend update from Raze.
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* voc loader fix.
* better prefix detection in Zip loader.
* SDL Vulkan init.
* disabling of shadowmap management when the feature is off.
2021-08-03 12:52:21 +02:00
Christoph Oelckers
c1a8776a15
- updated common code from screenjob branch.
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That is, all parts not related to cutscenes.
2021-08-03 12:30:44 +02:00
Christoph Oelckers
e453f97872
- Backend update from Raze.
2021-07-11 09:53:01 +02:00
Christoph Oelckers
8a4fa8b65f
- backend update from Raze.
2021-05-17 20:44:19 +02:00
Christoph Oelckers
52554dc32c
- Backend update fron Raze, mainly new script exports and extensions.
2021-05-03 14:13:03 +02:00
Christoph Oelckers
ba146ed5e5
- Backend update from Raze
2021-04-19 12:58:35 +02:00
Rachael Alexanderson
ad8ae0f146
- set libADL and libOPN bank settings (only) to game specific
2021-03-28 09:01:54 -04:00
Christoph Oelckers
a0cffca3bb
- restore accidentally deleted 'testmusicvol' CCMD.
2021-03-12 08:48:59 +01:00
Christoph Oelckers
d1023046ba
- default replay gain to 'off'.
2021-03-11 15:47:05 +01:00
Christoph Oelckers
b9dafaaa6b
- fill in the MIDI defaults for generating the lookup string for replay gain.
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Both synth and sound font can be very relevant here for the final volume so using the same song with different settings needs to create different strings.
2021-03-11 00:20:19 +01:00
Christoph Oelckers
f11780600f
- implemented replay gain calculation and management.
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This is done entirely on the streamed sound data, unlike the old relative volume which uses the backend's volume setting.
2021-03-10 23:06:21 +01:00
Christoph Oelckers
357163c60d
- Backend update from Raze.
2021-03-04 14:45:29 +01:00
alexey.lysiuk
e6810620cd
- restored sound-related developer messages
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https://forum.zdoom.org/viewtopic.php?t=71486
2021-02-20 11:00:12 +02:00