Andrei Kortunov
1aaa8a76c5
Allow to play only one copy of given sound at time (bug #3647 )
2017-08-31 16:14:48 +04:00
Harry
86ae2ae395
Improved shuffle ( #1412 )
2017-08-25 20:08:49 +00:00
scrawl
f0dea8b8e6
Revert "Implement a Fisher-Yates shuffle on background music"
2017-08-20 20:20:27 +00:00
Harry
2a85c5f011
Implement a Fisher-Yates shuffle on background music
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This fixes sometimes getting repetitive background music
2017-08-19 14:48:00 -04:00
Lennart Bernhardt
546352dbe3
avoid starting sound updates more than necessary
2017-08-08 03:31:01 +02:00
Lennart Bernhardt
7b8278ae45
remove redundant mMusicFader variable
2017-08-08 03:17:40 +02:00
Lennart Bernhardt
60a7d3d6e0
Fade out music before change occurs
2017-08-06 20:10:56 +02:00
MiroslavR
d24bcbac15
Do not apply underwater effects to player's voice ( Fixes #3850 )
2017-04-30 18:51:49 +02:00
MiroslavR
c34d85ffc2
Implement water sounds ( Closes #451 )
2016-11-28 21:34:58 +01:00
scrawl
dc1b010cf0
Don't analyze the loudness for sounds that don't need it
2016-06-27 21:37:13 +02:00
scrawl
965aaebbdb
Analyze the loudness data as the stream is decoded for playback
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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 .
2016-06-27 21:32:54 +02:00
scrawl
dfc2f3469a
Don't play music if no playlist is set
2016-06-07 01:36:09 +02:00
scrawl
90a99991d1
Use empty() instead of !size()
2016-02-22 19:06:12 +01:00
scrawl
604b5d24e9
Use a ConstPtr in SoundManager
2015-12-18 18:11:30 +01:00
scrawl
4553db7b43
Merge pull request #861 from scrawl/soundcrash
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Fix crash when running out of sound sources
2015-12-15 18:23:03 +01:00
scrawl
6a749e77f2
Fix crash when running out of sound sources
2015-12-15 15:12:48 +01:00
Chris Robinson
cddea4a99c
Start underwater sound after updating sounds
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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.
2015-12-14 14:05:01 -08:00
Chris Robinson
f47f0a996f
Stop the object's old say sound before playing the new one
2015-12-11 15:49:45 -08:00
Chris Robinson
7fc2df153a
Rename stopSound/stopStream to finishSound/finishStream
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Since they're also used to clean up output resources, not just stopping.
2015-12-11 15:13:14 -08:00
Chris Robinson
808f701013
Use the actor's Head position for Say streams
2015-12-10 17:48:45 -08:00
Chris Robinson
a00a4bce77
Avoid some unnecessary indirection
2015-12-10 16:33:27 -08:00
scrawl
1264651af7
Fix coverity defects
2015-12-08 21:12:05 +01:00
Chris Robinson
c75303b652
Add an option to select and enable HRTF
2015-12-05 17:14:53 -08:00
scrawl
53158d29b1
stopSound crash fix
2015-12-05 01:54:16 +01:00
Marc Zinnschlag
e0c9265148
Merge remote-tracking branch 'origin/master'
2015-12-03 15:56:24 +01:00
scrawl
86881bcf39
In first person mode, attach sound listener to the camera
2015-12-03 15:16:20 +01:00
Chris Robinson
f19f1c47c8
Fix playing pending voices without a Ptr
2015-12-02 16:09:25 -08:00
Chris Robinson
1407366e51
Use a premade SoundStream object for the output's streamSound functions
2015-12-02 16:09:25 -08:00
Chris Robinson
2ee3265b66
Use a premade Sound object for the output's playSound functions
2015-12-02 16:09:25 -08:00
Chris Robinson
3a39a92b93
Keep track of audio tracks
2015-12-02 16:09:24 -08:00
Chris Robinson
a6db96b2d8
Update sound and stream parameters
2015-12-02 16:09:24 -08:00
Chris Robinson
1ce3e7f5b9
Use a separate type for streams
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They're basically the same, but it's to help avoid accidents with passing non-
streaming sounds to the stream functions, or vice-versa.
2015-12-02 16:09:24 -08:00
Chris Robinson
816015d6e6
Avoid inheriting from Sound for sound types
2015-12-02 16:09:24 -08:00
Alexander "Ace" Olofsson
6823298516
Different way to solve the type deduction issue
2015-11-30 17:42:25 +01:00
Alexander "Ace" Olofsson
a69e751089
Revert "Fix windows builds"
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This reverts commit b085c09f86
.
2015-11-30 17:38:46 +01:00
Alexander "Ace" Olofsson
b085c09f86
Fix windows builds
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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.
2015-11-30 13:36:15 +01:00
Chris Robinson
4ee409af84
Load loudness data asynchronously
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Currently abuses the output audio streams' background processing thread to do
the work, since there's no generalized threaded processing mechanism.
2015-11-27 09:47:14 -08:00
Chris Robinson
f3c035907c
Rename Sound::update to Sound::applyUpdates
2015-11-27 04:55:17 -08:00
Chris Robinson
4a078725d4
Play player voices locally
2015-11-27 02:57:44 -08:00
Chris Robinson
449eca4fb4
Properly mark streams as 2D or 3D
2015-11-27 02:36:33 -08:00
Chris Robinson
21bb2e9314
Use a deque for loudness buffers with a map lookup
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Similar to Sound_Buffer, this allows individual Sound_Loudness objects to
retain a constant pointer when new ones are inserted on to the end.
2015-11-27 02:01:18 -08:00
Chris Robinson
5f8a09df97
Play player sounds (except footsteps) local to the listener
2015-11-27 02:01:18 -08:00
Chris Robinson
8b7587f9a6
Track whether a sound is 3D
2015-11-27 02:01:17 -08:00
Chris Robinson
fc912b135f
Avoid unnecessarily friending classes
2015-11-27 02:01:17 -08:00
Chris Robinson
d4238a6d91
Add config options for the sound buffer cache size
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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.
2015-11-26 02:13:37 -08:00
Chris Robinson
8715add72f
Store sound buffers in a deque that's filled in as needed
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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.
2015-11-26 01:26:33 -08:00
Chris Robinson
04f885d8cc
Rename mReferences to mUses
2015-11-25 04:24:27 -08:00
Chris Robinson
aac903484c
Remove a really unnecessary method
2015-11-25 04:24:26 -08:00
Chris Robinson
73448c72f6
Replace Play_NoTrack with playManualSound3D, and rename the latter
2015-11-25 04:24:26 -08:00
Chris Robinson
caae305ddd
Use a sorted list for unused buffers
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Helps ensure the buffers being unloaded due to cache limits are not likely to
be needed anytime soon.
2015-11-25 04:24:26 -08:00