Commit Graph

174 Commits (a083439139b883b260605fac90d6304ea293effa)

Author SHA1 Message Date
Capostrophic 16af1a6c1c Replace 0 sound range values separately 6 years ago
Andrei Kortunov b15bed8e22 Avoid excessive loadSound calls 6 years ago
Andrei Kortunov 4872edc5ed Prevent PlaySound overlapping 6 years ago
Capostrophic 9073e4d4ba Initialize playlist file list in playPlaylist (fixes #4134) 6 years ago
Chris Robinson 074be7d7c6 Remove a function from the sound manager interface 7 years ago
Chris Robinson 41bb35655b Avoid an extra call to get the buffer size 7 years ago
Chris Robinson 5c53ee42a1 Prepare all Sound_Buffers when retrieving the first one 7 years ago
Chris Robinson 1e729e8da9 Avoid more explicit loops 7 years ago
Chris Robinson 9dbb713b7c Print a bit more information for sound initialization 7 years ago
Chris Robinson acd6d9cd72 Try opening the default device fallback in OpenAL_Output 7 years ago
Chris Robinson 780e82480d Make the PlayMode and PlayType enums scoped
Also shorten them by putting them in the MWSound namespace
7 years ago
Chris Robinson 1e123a22e1 Avoid some explicit loops 7 years ago
Chris Robinson 3757571d46 Set HRTF when initializing the device 7 years ago
Chris Robinson c17edfd547 Don't be so throw-happy in the sound manager 7 years ago
Chris Robinson abe80f5868 Move the soundlist when updating a Ptr instead of copying 7 years ago
Chris Robinson 6f57233ba1 Avoid copying the same Ptr with each iteration 7 years ago
Chris Robinson 033303b911 Properly update the near water sound volume 7 years ago
Chris Robinson c5a3fb7ccd Simplify checking for near water sfx change
Rather than checking every frame you're near the water, only check when the
current cell changed (the sfx will only change when moving between interior and
exterior). It also doesn't need to look through all playing sounds, as it's a
local one not attached to a Ptr.
7 years ago
Chris Robinson 9e45f6d05f Make a note that stopTrack needs to be called for a stopping track 7 years ago
Chris Robinson 1fe60dd8e2 Replace some shared_ptrs with pointers to deque entries 7 years ago
Andrei Kortunov 1aaa8a76c5 Allow to play only one copy of given sound at time (bug #3647) 7 years ago
Harry 86ae2ae395 Improved shuffle (#1412) 7 years ago
scrawl f0dea8b8e6 Revert "Implement a Fisher-Yates shuffle on background music" 7 years ago
Harry 2a85c5f011 Implement a Fisher-Yates shuffle on background music
This fixes sometimes getting repetitive background music
7 years ago
Lennart Bernhardt 546352dbe3 avoid starting sound updates more than necessary 7 years ago
Lennart Bernhardt 7b8278ae45 remove redundant mMusicFader variable 7 years ago
Lennart Bernhardt 60a7d3d6e0 Fade out music before change occurs 7 years ago
MiroslavR d24bcbac15 Do not apply underwater effects to player's voice (Fixes #3850) 7 years ago
MiroslavR c34d85ffc2 Implement water sounds (Closes #451) 8 years ago
scrawl dc1b010cf0 Don't analyze the loudness for sounds that don't need it 8 years ago
scrawl 965aaebbdb Analyze the loudness data as the stream is decoded for playback
Instead of getting the loudness data for the whole file in advance, we now get it piece by piece as the sound is streamed.

The benefit is that we need to decode the audio just once instead of twice.

We no longer need to rewind() the stream when the first decoding is done, this should hopefully fix bug #3453 .
8 years ago
scrawl dfc2f3469a Don't play music if no playlist is set 8 years ago
scrawl 90a99991d1 Use empty() instead of !size() 8 years ago
scrawl 604b5d24e9 Use a ConstPtr in SoundManager 9 years ago
scrawl 4553db7b43 Merge pull request #861 from scrawl/soundcrash
Fix crash when running out of sound sources
9 years ago
scrawl 6a749e77f2 Fix crash when running out of sound sources 9 years ago
Chris Robinson cddea4a99c Start underwater sound after updating sounds
In between the startUpdate/finishUpdate calls, changes are deferred so that
they can happen all at once. This includes starting sounds, so when the
underwater sound is started it will be immediately checked to see if it's
playing. Since it's not yet playing, it'll be seen as stopped and get cleaned
up before ever playing.
9 years ago
Chris Robinson f47f0a996f Stop the object's old say sound before playing the new one 9 years ago
Chris Robinson 7fc2df153a Rename stopSound/stopStream to finishSound/finishStream
Since they're also used to clean up output resources, not just stopping.
9 years ago
Chris Robinson 808f701013 Use the actor's Head position for Say streams 9 years ago
Chris Robinson a00a4bce77 Avoid some unnecessary indirection 9 years ago
scrawl 1264651af7 Fix coverity defects 9 years ago
Chris Robinson c75303b652 Add an option to select and enable HRTF 9 years ago
scrawl 53158d29b1 stopSound crash fix 9 years ago
Marc Zinnschlag e0c9265148 Merge remote-tracking branch 'origin/master' 9 years ago
scrawl 86881bcf39 In first person mode, attach sound listener to the camera 9 years ago
Chris Robinson f19f1c47c8 Fix playing pending voices without a Ptr 9 years ago
Chris Robinson 1407366e51 Use a premade SoundStream object for the output's streamSound functions 9 years ago
Chris Robinson 2ee3265b66 Use a premade Sound object for the output's playSound functions 9 years ago
Chris Robinson 3a39a92b93 Keep track of audio tracks 9 years ago