elsid
944033db4e
Separate sound buffer pool from sound manager
4 years ago
Andrei Kortunov
2254256db9
Pause both audio and video playback when the game is minimized (feature #4944 )
5 years ago
Capostrophic
af80eddc0e
Use loudness data for 2D voiceover (bug #4947 )
6 years ago
Chris Robinson
41bb35655b
Avoid an extra call to get the buffer size
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
1fe60dd8e2
Replace some shared_ptrs with pointers to deque entries
7 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
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
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
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
0f33f41d8d
Actually unload sounds when running over
9 years ago
Chris Robinson
22a6811425
Limit the sound buffer cache to 15MB
9 years ago
Chris Robinson
0b2747098c
Keep track of unused sound buffers
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
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
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
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
Marc Zinnschlag
6bd48d12af
Issue #107 : SoundManager is accessed only through the interface class from now on
13 years ago
scrawl
c85c794c86
fixed some cppcheck issues
13 years ago
Chris Robinson
87e8917c4d
Don't try to play sounds when no sound output is initialized
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
fc167dbc83
Pass Ogre Vector3s to playSound3D and updateListener
13 years ago
Chris Robinson
fefc8f86ab
Remove the unused streamSound3D method
13 years ago
Chris Robinson
1ee8b963d0
Store the sound listener position as well
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
f11e3e39a1
Add an enumerate method to the sound output interface
13 years ago
Chris Robinson
4f69972a9c
Add a method to stream a sound in 3D
13 years ago
Chris Robinson
b938fd7b36
Make the sound output init return void
13 years ago
Chris Robinson
362e254720
Rename some more sound class member variables and functions
13 years ago