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
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
c75303b652
Add an option to select and enable HRTF
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
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
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
82f3651f81
Treat the sound offset as the offset in seconds
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
fbfcc4050f
Stream voice clips
...
Voices tend to be a bit long, and not individually replayed often. So it's
better to stream them instead of loading theminto a sound buffer. The loudness
data is very small, though, so that can be kept buffered indefinitely.
9 years ago
Chris Robinson
eee6a19e31
Add a method to stream sounds in 3D
9 years ago
Chris Robinson
16f72886e9
Use separate lists for openal sounds and streams
9 years ago
Chris Robinson
22a6811425
Limit the sound buffer cache to 15MB
9 years ago
Chris Robinson
495e138907
Load sound loudness and store it with the Sound_Buffer
...
Still not used for say yet, though
9 years ago
Chris Robinson
4571218827
Load the sound as needed and pass it directly to the play methods
...
This breaks say sounds, loudness handling, and the cache limit. Fixes are
forthcoming.
9 years ago
scrawl
7a3bc69df7
Readded sound listener
10 years ago
dteviot
407cd50890
fixed warning C4099:
...
type name first seen using 'class' now seen using 'struct'
10 years ago
scrawl
a59620f643
Cache loudness vector in the buffer cache
11 years ago
scrawl
598c0c4ae7
Implement mouth animation for NPCs based on say sound ( Fixes #642 )
11 years ago
PLkolek
f297c21e4d
Old door sound fades out on door open/close. Door sound is synchronised to angle on action.
12 years ago
Chris Robinson
85850c7440
Fix DEFAULT_OUTPUT declaration
12 years ago
Chris Robinson
3b7edae7c3
Don't hold a list of all sound sources
12 years ago
Chris Robinson
2f8daec379
Allow pausing only certain types of sounds
12 years ago
Chris Robinson
dd3e568a00
Set the sound properties at initialization
12 years ago
Chris Robinson
20321c4552
Keep track of the actual active sounds
12 years ago
Chris Robinson
86bf6388c6
Pass a decoder to the playStream sound output method
12 years ago
Chris Robinson
2c1eceb9f0
Add methods to pause and stop all playing sounds (and music)
12 years ago
Chris Robinson
973b5faf25
Keep track of all allocated sources
12 years ago
Marc Zinnschlag
35d099a638
disabling gcc extensions
12 years ago
Marc Zinnschlag
6bd48d12af
Issue #107 : SoundManager is accessed only through the interface class from now on
13 years ago
Chris Robinson
cbf6c0404a
Implement a basic underwater sound environment
13 years ago
Chris Robinson
575474ff69
Pass the mode flags to the sound output play methods
13 years ago
Chris Robinson
b01289128b
Split OpenAL_Sound into separate classes for 2D and 3D sounds
13 years ago
Chris Robinson
fc167dbc83
Pass Ogre Vector3s to playSound3D and updateListener
13 years ago
Chris Robinson
fefc8f86ab
Remove the unused streamSound3D method
13 years ago
Chris Robinson
293f33914e
Use a deque fpr OpenAL's free sources
13 years ago
Chris Robinson
c6c06f1140
Return SoundPtr objects from the playSound and streamSound methods
13 years ago
Chris Robinson
5cb90ab704
Add some dummy copy constructors and assignment operators to prevent implicit versions from being used
13 years ago
Chris Robinson
277597c567
Fix DEFAULT_OUTPUT for OpenAL_Output
13 years ago
Chris Robinson
f11e3e39a1
Add an enumerate method to the sound output interface
13 years ago
Chris Robinson
fd37a4827c
Enforce a 15MB limit on the sound buffer cache
13 years ago
Chris Robinson
6c45d6668b
Cache OpenAL buffers for easy reuse
13 years ago
Chris Robinson
4f69972a9c
Add a method to stream a sound in 3D
13 years ago
Chris Robinson
ae8218bf03
Allocate OpenAL sources when opening the device
...
This allows sources to be more efficiently retrieved and returned
13 years ago
Chris Robinson
4698e8c0a2
Make the sound stream thread object per-device
13 years ago