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
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
...
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
...
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