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189 commits

Author SHA1 Message Date
Andrei Kortunov
2fc819cdae Encode ID's in all places to UTF-8 (bug #3977) 2019-10-10 20:52:32 +04:00
Andrei Kortunov
d58f93f388 Use sayDone() only for scripting backward compatibility 2019-09-06 09:19:41 +04:00
jeremy
c8c06ceee9 Fixed SoundManager::stopSound when output is not initialized (bug #4600 probably) 2019-07-04 22:48:33 +02:00
Capostrophic
e095d51999 More queue handling adjustments 2019-05-26 19:23:42 +03:00
Capostrophic
c975dab7c3 Update say sound queue explicitly once per frame 2019-05-26 18:46:53 +03:00
Capostrophic
4c2b694b29 Make SayDone return 1 on the frame speech is started (bug #4879) 2019-05-26 18:00:50 +03:00
Capostrophic
6e98cd8eaa Increase music crossfade time to 1 second 2019-04-25 20:26:40 +03:00
Bret Curtis
7808cbbfe8
Merge pull request #2292 from akortunov/fallback
Make fallback map static to simplify constructors
2019-04-07 17:43:59 +02:00
Capostrophic
af80eddc0e Use loudness data for 2D voiceover (bug #4947) 2019-04-04 19:07:29 +03:00
Andrei Kortunov
a302ec9c65 Make fallback map static to simplify constructors 2019-03-29 15:30:49 +04:00
Capostrophic
abae35e88b Loop title screen music (bug #4896) 2019-03-17 21:05:52 +03:00
Andrei Kortunov
8fa0ffcfe4 Catch exceptions inside the loadVoice() (bug #4685) 2018-10-18 15:02:23 +04:00
Andrei Kortunov
e06f0b797a Replace all NULLs to nullptr 2018-10-09 10:21:12 +04:00
Capostrophic
7ef6fa9f61 Remove deprecated GMST get* functions 2018-08-29 18:38:12 +03:00
Andrei Kortunov
5a4d0cec3a Use new logging system for game itself 2018-08-14 23:05:43 +04:00
Capostrophic
16af1a6c1c Replace 0 sound range values separately 2018-08-02 12:40:53 +03:00
Andrei Kortunov
b15bed8e22 Avoid excessive loadSound calls 2018-05-07 20:40:53 +04:00
Andrei Kortunov
4872edc5ed Prevent PlaySound overlapping 2018-05-01 16:24:32 +04:00
Capostrophic
9073e4d4ba Initialize playlist file list in playPlaylist (fixes #4134) 2018-04-22 23:21:29 +03:00
Chris Robinson
074be7d7c6 Remove a function from the sound manager interface 2017-09-18 01:28:39 -07:00
Chris Robinson
41bb35655b Avoid an extra call to get the buffer size 2017-09-16 16:25:32 -07:00
Chris Robinson
5c53ee42a1 Prepare all Sound_Buffers when retrieving the first one 2017-09-16 16:25:32 -07:00
Chris Robinson
1e729e8da9 Avoid more explicit loops 2017-09-16 16:25:32 -07:00
Chris Robinson
9dbb713b7c Print a bit more information for sound initialization 2017-09-16 16:25:32 -07:00
Chris Robinson
acd6d9cd72 Try opening the default device fallback in OpenAL_Output 2017-09-16 16:25:32 -07:00
Chris Robinson
780e82480d Make the PlayMode and PlayType enums scoped
Also shorten them by putting them in the MWSound namespace
2017-09-15 02:36:59 -07:00
Chris Robinson
1e123a22e1 Avoid some explicit loops 2017-09-14 16:56:46 -07:00
Chris Robinson
3757571d46 Set HRTF when initializing the device 2017-09-14 16:00:43 -07:00
Chris Robinson
c17edfd547 Don't be so throw-happy in the sound manager 2017-09-14 16:00:43 -07:00
Chris Robinson
abe80f5868 Move the soundlist when updating a Ptr instead of copying 2017-09-14 16:00:43 -07:00
Chris Robinson
6f57233ba1 Avoid copying the same Ptr with each iteration 2017-09-14 16:00:42 -07:00
Chris Robinson
033303b911 Properly update the near water sound volume 2017-09-14 16:00:42 -07:00
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.
2017-09-14 16:00:41 -07:00
Chris Robinson
9e45f6d05f Make a note that stopTrack needs to be called for a stopping track 2017-09-14 16:00:40 -07:00
Chris Robinson
1fe60dd8e2 Replace some shared_ptrs with pointers to deque entries 2017-09-14 16:00:30 -07:00
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
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
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
Fix crash when running out of sound sources
2015-12-15 18:23:03 +01:00