Commit Graph

556 Commits (0.7.1-build-fixes)

Author SHA1 Message Date
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 605c937572 Ensure 3D sources are spatialized
Standard OpenAL does not spatialize non-mono sounds, although the game has some
stereo sounds meant to play in 3D. The desired behavior can be achieved with
the AL_SOFT_source_spatialize extension.
7 years ago
Chris Robinson 6f57233ba1 Avoid copying the same Ptr with each iteration 7 years ago
Chris Robinson edfba68eb5 Apply reverb and a low-pass filter when underwater
This replaces the pitch-shift effect when available.
7 years ago
Chris Robinson 27eeaf90d0 Use unordered_map for the music playlist and sound buffer caches 7 years ago
Chris Robinson 033303b911 Properly update the near water sound volume 7 years ago
Chris Robinson 0b720cd90c Set the appropriate meter/unit scale for sound 7 years ago
Chris Robinson c790fedd3f Load an effect and filter for underwater 7 years ago
Chris Robinson 3d37cb3cf6 Load EFX functions when available 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 617c05f557 Make Sound and Stream sibling types
To avoid being able to accidentally cast a Stream* to a Sound*, or vice-versa.
7 years ago
Chris Robinson 9e45f6d05f Make a note that stopTrack needs to be called for a stopping track 7 years ago
Chris Robinson 9e7a49f66e Include alext.h to get OpenAL extension definitions 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 8 years ago
Lennart Bernhardt 7b8278ae45 remove redundant mMusicFader variable 8 years ago
Lennart Bernhardt 60a7d3d6e0 Fade out music before change occurs 8 years ago
Allofich 42402976e3 Fixes for building in MSVC 8 years ago
Bret Curtis d785344fad purge all instances of <boost/shared_ptr.hpp>, clean up unused headers 8 years ago
Bret Curtis 07f75e1104 replace boost::shared_ptr in extern and components 8 years ago
Ewan Higgs 38a2de3c51 convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis 8 years ago
MiroslavR d24bcbac15 Do not apply underwater effects to player's voice (Fixes #3850) 8 years ago
scrawl 5a939418fc Add missing avcodec_close (Fixes #3741) 8 years ago
Jules Blok e9d8ff532f OpenAL_Output: When a source is finished, rewind it instead of stopping it.
This works around a bug in the MacOS OpenAL implementation.
8 years ago
MiroslavR c34d85ffc2 Implement water sounds (Closes #451) 8 years ago
scrawl 530fb61ad0 Use OpenThreads instead of boost thread
This should allow OpenMW to work better with git versions of openscenegraph. OSG dev version 3.5.5 added the setting of thread affinity for the main thread. The problem is that in the boost/standard threading libraries, the affinity of a thread is inherited by any further threads launched from that thread, leading to these threads always running on the same core as the main thread unless you tell them not to.

With OpenThreads, the default affinity of a thread is none, no matter what parent thread it was launched from.

So, when using custom threading with OSG 3.6+, we have these options:
1. explicitely tell OSG to *not* set the thread affinity
or 2. explicitely set the thread affinity of additional threads created (possible with boost, but not possible with std::thread)
or 3. use OpenThreads
or 4. accept the suboptimal performance of non-OSG threads (in OpenMW's case the sound streaming & video threads) running on the same core as the main thread

This patch opts for 3.)

Reference: http://forum.openscenegraph.org/viewtopic.php?t=16158
8 years ago
scrawl 509e5dfe4d Include cleanup 9 years ago
scrawl 4699a8098b Include fix 9 years ago
scrawl 1739351b7a Remove now unused Sound_Decoder::rewind() 9 years ago
scrawl dc1b010cf0 Don't analyze the loudness for sounds that don't need it 9 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 .
9 years ago
scrawl dfc2f3469a Don't play music if no playlist is set 9 years ago
scrawl 90a99991d1 Use empty() instead of !size() 9 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
scrawl e69750905a Fix gcc warning about function casts 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 2face3d0a9 Combine duplicate code 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 53718a5ca0 Use a typedef for the sound instance handle 9 years ago
Chris Robinson 3a39a92b93 Keep track of audio tracks 9 years ago
Chris Robinson 2883cdba5c Initialize the Sound object before modifying the pitch variable 9 years ago
Chris Robinson a6db96b2d8 Update sound and stream parameters 9 years ago
Chris Robinson 4bd235284b Rename a couple members to avoid confusion 9 years ago
Chris Robinson 1ce3e7f5b9 Use a separate type for streams
They're basically the same, but it's to help avoid accidents with passing non-
streaming sounds to the stream functions, or vice-versa.
9 years ago
Chris Robinson 816015d6e6 Avoid inheriting from Sound for sound types 9 years ago
Alexander "Ace" Olofsson 24340bff95 Add a space 9 years ago
Alexander "Ace" Olofsson 6823298516 Different way to solve the type deduction issue 9 years ago
Alexander "Ace" Olofsson a69e751089 Revert "Fix windows builds"
This reverts commit b085c09f86.
9 years ago
Alexander "Ace" Olofsson b085c09f86 Fix windows builds
Can't instantiate a container (at least with MSVC) without knowing the exact size of the object being stored, forward-declares only work with pointers.
I couldn't see a simple way to remove the forward declare, so pointers and memory management it is.
9 years ago
Chris Robinson 4ee409af84 Load loudness data asynchronously
Currently abuses the output audio streams' background processing thread to do
the work, since there's no generalized threaded processing mechanism.
9 years ago
Chris Robinson 0f05ccf72a Use a non-recursive mutex and properly end the streaming thrread 9 years ago
Chris Robinson b5ed2e65f8 Add a method to get the sound stream delay
This helps avoid a lock during the movie player's read method, since it needs
to sync with the current playback position which would otherwise need to get
the movie decoder's current position.
9 years ago
Chris Robinson f3c035907c Rename Sound::update to Sound::applyUpdates 9 years ago
Chris Robinson 9568aa6a84 Use a condition variable to wake up the audio stream thread
This should make starting streams a bit more responsive, and allows us to do
more in it that really shouldn't wait for its next wake up.
9 years ago
Chris Robinson 4a078725d4 Play player voices locally 9 years ago
Chris Robinson 449eca4fb4 Properly mark streams as 2D or 3D 9 years ago
Chris Robinson 21bb2e9314 Use a deque for loudness buffers with a map lookup
Similar to Sound_Buffer, this allows individual Sound_Loudness objects to
retain a constant pointer when new ones are inserted on to the end.
9 years ago
Chris Robinson 5f8a09df97 Play player sounds (except footsteps) local to the listener 9 years ago
Chris Robinson 82f3651f81 Treat the sound offset as the offset in seconds 9 years ago
Chris Robinson 8b7587f9a6 Track whether a sound is 3D 9 years ago
Chris Robinson fc912b135f Avoid unnecessarily friending classes 9 years ago
Chris Robinson d4238a6d91 Add config options for the sound buffer cache size
The cache size is specified with a min/max range, intended to avoid constant
unloading once the limit is reached. This way, buffers can be unloaded down to
a reasonable mimimum, allowing some more buffers to be subsequently loaded
without causing more unloading.
9 years ago
Chris Robinson 8715add72f Store sound buffers in a deque that's filled in as needed
A deque allows existing Sound_Buffer references to remain valid as long as new
ones are back-inserted. These references can be used instead of indices.
9 years ago
Chris Robinson 8f08ca9cba Revert "Avoid unsafe sizeof(x)/sizeof(x[0]) constructs for array counting"
This reverts commit 0d4fea896c.
9 years ago
Chris Robinson 04f885d8cc Rename mReferences to mUses 9 years ago
Chris Robinson 0d4fea896c Avoid unsafe sizeof(x)/sizeof(x[0]) constructs for array counting 9 years ago
Chris Robinson a1bdb544db Avoid an unnecessary string copy 9 years ago
Chris Robinson aac903484c Remove a really unnecessary method 9 years ago
Chris Robinson 73448c72f6 Replace Play_NoTrack with playManualSound3D, and rename the latter 9 years ago
Chris Robinson caae305ddd Use a sorted list for unused buffers
Helps ensure the buffers being unloaded due to cache limits are not likely to
be needed anytime soon.
9 years ago
Chris Robinson 669b7a2295 Batch update changes together, when possible
Certain OpenAL implementations, including Rapture3D, Creative's hardware
drivers, and more recent versions of OpenAL Soft, can batch together changes so
that they all occur at once, avoiding potential discontinuities with one sound
being changed before another, or the listeenr being changed before sounds are.

On other implementaitons, this is a no-op and maintains existing behavior.
9 years ago
Chris Robinson ea70b0baee Don't store the buffer in the sound struct 9 years ago
Chris Robinson fd7d58fe7e Reset the sound handle back to null after unloading 9 years ago
Chris Robinson 4801661b34 Stop all sounds of the given id 9 years ago
Chris Robinson 8a69f676ec Remove some duplicate code 9 years ago
Chris Robinson 45628316f8 Remove an unnecessary check 9 years ago
Chris Robinson 574c1923fe Clear unused buffers after unloading them all 9 years ago
Chris Robinson 5ad772c3b3 Fix streaming sound time 9 years ago
Chris Robinson 3ce6aee98b Return a decoder from the loadVoice function 9 years ago
Chris Robinson 24f8c78fca Store sound buffer references by index instead of string 9 years ago