openmw-tes3coop/apps/openmw/mwsound
Chris Robinson 21bb2e9314 Use a deque for loudness buffers with a map lookup
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
..
ffmpeg_decoder.cpp really purge libav 2015-11-12 16:39:29 +01:00
ffmpeg_decoder.hpp really purge libav 2015-11-12 16:39:29 +01:00
loudness.cpp Load sound loudness and store it with the Sound_Buffer 2015-11-25 04:24:22 -08:00
loudness.hpp Load sound loudness and store it with the Sound_Buffer 2015-11-25 04:24:22 -08:00
movieaudiofactory.cpp Rename to osg-ffmpeg-videoplayer 2015-04-19 20:14:06 +02:00
movieaudiofactory.hpp Rename to osg-ffmpeg-videoplayer 2015-04-19 20:14:06 +02:00
openal_output.cpp Treat the sound offset as the offset in seconds 2015-11-27 02:01:17 -08:00
openal_output.hpp Treat the sound offset as the offset in seconds 2015-11-27 02:01:17 -08:00
sound.hpp Track whether a sound is 3D 2015-11-27 02:01:17 -08:00
sound_buffer.hpp Rename mReferences to mUses 2015-11-25 04:24:27 -08:00
sound_decoder.hpp Port SoundManager 2015-04-13 22:48:37 +02:00
sound_output.hpp Treat the sound offset as the offset in seconds 2015-11-27 02:01:17 -08:00
soundmanagerimp.cpp Use a deque for loudness buffers with a map lookup 2015-11-27 02:01:18 -08:00
soundmanagerimp.hpp Use a deque for loudness buffers with a map lookup 2015-11-27 02:01:18 -08:00