Commit graph

51 commits

Author SHA1 Message Date
Christoph Oelckers
5398045f7d - got rid of FileSystem::GetFileData.
Using FMemFile is better in all these places.
2023-08-22 22:18:53 +02:00
Christoph Oelckers
21d6eb99eb use std::vector as return value for the FileReader's buffer readers. 2023-08-22 22:18:21 +02:00
Christoph Oelckers
4538236a38 - cleaned i_music.h off external dependencies.
* 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
47b76180d6 - fixed several warnings emitted by Clang. 2023-03-26 08:48:54 +02:00
Christoph Oelckers
3ea49a66d1 - cleaned up the pitch management in the sound backend.
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
65a26d6779 - removed the string constructors from FSoundID.
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
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.
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
4d1b44d9e3 - eliminated GetSounds from the sound engine's interface. 2022-11-24 23:52:51 +01:00
Christoph Oelckers
453688ccc6 - reworked CVARs to not use a linked list and to be initialized manually.
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
519005ff4d - snd_reset cannot be shared. 2022-10-02 20:22:23 +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
Rachael Alexanderson
12ed24d066 - separate i_pauseinbackground and i_soundinbackground - they probably should ultimately be moved out of the sound code 2022-01-15 20:17:11 -05:00
Christoph Oelckers
1d0aed219e - replaced MIN/MAX in all non-common code. 2021-10-30 10:16:52 +02:00
Rachael Alexanderson
d3804911cf - Fix the previous commit
Revert "Fixed a missing parameter in S_Sound's ZScript prototype that was causing assertion failures."

This reverts commit 619f44decd.
2021-01-18 04:02:12 -05:00
Chronos Ouroboros
619f44decd Fixed a missing parameter in S_Sound's ZScript prototype that was causing assertion failures. 2021-01-17 22:22:40 -03:00
Christoph Oelckers
6f4dfd9a61 - added the option to look for music by using a truncated 8-character variant of the given name.
This workaround is needed because there's known old mods depending on this legacy behavior.
2020-12-11 11:39:24 +01:00
Christoph Oelckers
d4d187e27b - removed the limiter flags again and addressed the underlying problem properly.
The real issue is that the number of unattenuated sounds was unchecked and the near limit never kicked in.
To do this properly it is necessary to adjust the limit distance by the attenuation - zero attenuation must mean infinite distance and for high attenuations the distance must be lowered for limiting to work as intended.
The limit for the Doom boss sounds was increased to 4 to compensate for this change.

# Conflicts:
#	src/common/audio/sound/oalsound.cpp
2020-10-28 21:30:25 +01:00
Kyle Johnson
e281f992af Disallow sound to be played on destroyed actors
It's possible for an actor to call Destroy() in a ZScript method (such
as Tick()) and then subsequently call A_StartSound() to play a sound.
Generally speaking this doesn't happen within a given class, but with a
class hierarchy, Destroy() may be called unbeknownst to a mod developer.
Even though checking bDestroyed is likely good practice, this ensures
that sounds won't be started on actors flagged for cleanup.
2020-09-12 21:38:56 +02:00
Christoph Oelckers
9be63a5093 Merge branch 'master' into texture_rework 2020-04-29 08:04:15 +02:00
Christoph Oelckers
ddef3f7b98 - made video base code game independent 2020-04-28 22:54:53 +02:00
alexey.lysiuk
426f40dd52 - fixed crash when loading saved game that has no music 2020-04-20 15:08:33 +03:00
Christoph Oelckers
ce4c2be3c7 - use the 2d drawer's size where appropriate. 2020-04-11 20:20:58 +02:00
Christoph Oelckers
b18faacab0 - 2D drawer cleanup. 2020-04-11 20:20:58 +02:00
Christoph Oelckers
7b292cca57 - split the serializer in two to keep the Doom specific parts out of the main file. 2020-04-11 20:20:53 +02:00
Christoph Oelckers
be24023722 - split animation management out of the texture manager into a separate class. 2020-04-11 20:20:36 +02:00
Christoph Oelckers
018794f1dd - moved game specific data out of the sound backend.
In Raze I already had a user data array for that so this gets used here, too, now.
Also copied a few other fixes.
2020-04-11 20:20:35 +02:00
Christoph Oelckers
50e1efa965 - minor sound code cleanup
# Conflicts:
#	src/sound/backend/oalsound.cpp
2020-04-11 20:20:34 +02:00
Christoph Oelckers
7d36af8840 - put things in their proper place. 2020-04-11 20:19:55 +02:00
Christoph Oelckers
f0534afde6 - separated the game-dependent music lookup parts from the core player. 2020-04-11 20:19:54 +02:00
Christoph Oelckers
4af96bab47 - some cleanup on music code.
* 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.
2020-04-11 20:19:54 +02:00
Christoph Oelckers
05d8856fe0 - moved file system implementation to 'common'. 2020-04-11 14:00:20 +02:00
Christoph Oelckers
80c6d5b276 - renamed more stuff and also moved the Strife teaser voice handling out of the file system. 2020-04-11 14:00:19 +02:00
Christoph Oelckers
6bccde3b51 - renamed the file system related classes to actually use the term "FileSystem". 2020-04-11 14:00:18 +02:00
Rachael Alexanderson
178cf40428 - fix debug assertion, cleanup vestigial A_PlaySound addition 2020-03-03 22:50:01 -05:00
Rachael Alexanderson
1b80b7bf2f - ported over Nash's startTime for A_StartSound 2020-03-02 22:15:37 +01:00
Major Cooke
4cf7c6351d Added A_StopSounds(int chanmin, int chanmax).
- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 19:42:21 +01:00
Major Cooke
55284d46bf Added A_StopAllSounds. 2020-02-29 19:19:51 +01:00
Chronos Ouroboros
a588c24c4f Fixed some incorrect parentheses in S_PlaySoundPitch. 2020-01-04 15:34:43 -03:00
Christoph Oelckers
b7e1a35e6f - cleaned up the parameters of A_StartSound.
There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
2020-01-04 14:25:55 +01:00
Christoph Oelckers
d79c6c1c0a - fixed: A_StartSound was still masking the sound channel value for checking if it plays something. 2019-12-30 09:09:56 +01:00
Christoph Oelckers
318da33e39 - sound engine update.
Notable changes:
* IsSourcePlayingSomething had undefined behavior when checking unattached and unpositioned sounds.
* loading Blood RAW sounds with different sample rates but the same backing lump may not use the same hardware sound buffer.
* when playing an unpositioned sound the attenuation is irrelevant and must be ignored. This resulted in a 3D sound being started which was mostly inaudible due to lack of valid origin.
2019-12-19 11:57:58 +01:00
Christoph Oelckers
0a8effaf9e - fixed inverted listener check when using compatibility options. 2019-12-17 08:49:50 +01:00
Christoph Oelckers
e82565373f - separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
- 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.
2019-12-16 23:52:39 +01:00
Christoph Oelckers
b09e9f10ed - sound engine update. 2019-12-16 21:45:34 +01:00
alexey.lysiuk
c3ede69d16 - fixed linked sound resolving
Hash indices and sound ids were used interchangeably but they are different entities

https://forum.zdoom.org/viewtopic.php?t=66618
2019-12-12 17:37:10 +01:00
Christoph Oelckers
165d9951aa - made the sound resolving a virtual method
This way the player sounds can be done in the proper place without infesting the core.
2019-12-12 01:31:41 +01:00
Christoph Oelckers
b9582cc98e - continued refactoring on sound code.
The game independent part of the code has been mostly isolated.
2019-12-08 21:22:53 +01:00