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20 commits

Author SHA1 Message Date
fgenesis
41929955d3 Fix ScriptInterface developer mode settings not applying.
Minor changes:
- clean out some Lua functions registered twice
- Correct bool cast in quad_setSegs()
- Show nested mains in debug console
- One less //HACK comment
2013-08-03 22:37:10 +02:00
fgenesis
cf6556b94d Implement stereo to mono mixing for proper L/R separation even for stereo samples.
This mixes only those sounds that are supposed to be played positional.
All centered (default) sounds are played in stereo, as usual.
2013-07-24 19:57:13 +02:00
fgenesis
6e8cc8cecd Remove FMOD::Channel::setPan(), which is now defunct. 2013-07-22 13:35:45 +02:00
fgenesis
f5da61fe78 Horrible hack to attenuate stereo sources properly.
OpenAL refuses to pan stereo sources, so apparently
it needs to be done this way.
2013-07-22 05:35:50 +02:00
fgenesis
e6680da428 Implemenet proper positional audio, one issue still.
With this patch, entities can serve as a sound source whose position
updates relative to the listener. This implements the last missing
feature of my previous positional audio patch, which is moving sound sources.
Previously, all sounds were relative to the listener with the listener
centered at (0, 0, 0), and once a sound started playing, the position could
not be changed. Volume was set as an estimation of the distance to the listener.

These restrictions are now gone; OpenAL will handle the volume & panning
based on the distance.

The remaining problem is that stereo sounds are not attenuated, at all.

Lua additions:
- playSfx() takes an additional parameter now.
- entity_setStopSoundsOnDeath()
2013-07-22 03:29:57 +02:00
fgenesis
66d3b90473 Fix two sound looping bugs.
The first one caused the music to stop randomly on scene changes,
reproducible by changing maps with different music while holding 'G'
button to speed up time.
For some reason this caused the music to stop playing during the crossfade.
Wasn't able to find the root cause, so I added a little hack to kick the
music back on track if it stops unexpectedly.

The second one was a simple string case issue; mostly noticable because of
map background sounds not playing in loop mode.
(this is possibly a regression from an earlier patch, not sure)
2012-10-07 00:05:17 +02:00
fgenesis
636c069403 _mods/x/locales/y/* now works 2012-07-14 15:00:37 +02:00
fgenesis
e8872b09e5 Localise sounds, voice, and send current locale to webserver when asking for mod list 2012-07-14 14:34:46 +02:00
fgenesis
7e1c32a99c gcc 4.7 again... thx Red Skull 2012-06-27 22:15:55 +02:00
fgenesis
5b7757530f More linux file name case issues... 2012-06-14 19:06:06 +02:00
fgenesis
6dc1c1e8d1 [vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...)
- HTTP networking support, mods can be downloaded via the builtin downloader.
  All network activity runs in a seperate thread, which is started
  as soon as any network activity is requested.
- The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise;
  this setting can be overridden in the config file.
- The mod selector screen is now a grid-view for much better navigation;
  also works with joystick.
- VFS code is functionally similar to the old molebox-packed release
  for win32. The game could also have its data shipped in a Zip file
  or any other kind of archive.
- It is still possible to build without VFS support, but then the mod
  downloader and soft-patching will not be available.

The full commit history can be found here:
https://github.com/fgenesis/Aquaria_clean/compare/master...vfs

The most important commit messages follow:
[...]
    This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ...
    Some code is #ifdef'd for better performance and less memory-copying.
    VFILE is defined to whatever type of file is in use:
    - FILE if BBGE_BUILD_VFS is not defined
    - tttvfs::VFSFile if it is.

    Other changes:
    - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE.
    - glpng can now load from a memory buffer.
    - TinyXML uses the VFS for reading operations now.
    - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer,
      which gets its data in one block (necessary to use the VFS without implementing
      a somewhat STL-compliant std::ifstream replacement.)
-------------
Implement loading mods from zip files.
-------------
Implement soft-patching game data files. (Replacing textures/audio/... on the fly)
-------------
Misc bits:
- Extended GUI focus handling a bit
- Fixed weirdness in texture loading... not sure but this seems more correct to me.
  Actually, considering that the texture will have its native size after restarting the game,
  the lines removed with this commit seem pretty useless.
2012-06-01 17:52:19 +02:00
fgenesis
1d12576322 Fix 2 minor typos from the script update patch, and one in SoundManager
The latter one caused sounds in mods not being properly cached (and not
played), if the internal mod path started with "./", which is the case
on windows since an earlier commit.
2012-02-06 17:36:07 +01:00
fgenesis
39f4f3c856 Fix 2 little bugs
- set default freq/pan for voice playback
- spinycrab script: fix pointer tpe mismatch
2012-01-08 20:22:56 +01:00
fgenesis
ef8d13c3e4 Fixed an oversight where a channel's pitch or pan could be applied to background music 2012-01-03 04:49:47 +01:00
fgenesis
ac2091fb69 Fixed positional audio & pitch shift.
Apparently this was half implemented but not fully finished.
Mono samples work fine, for stereo, L/R panning does not work (due to OpenAL's limitation)
Also fixed: entity sounds should not play if a cutscene is currently skipped.
2011-11-26 21:00:24 +01:00
fgenesis
e64fb75f84 sync with icculus repo 2011-11-20 15:44:17 +01:00
fgenesis
56c6833220 Revert "added partial VFS support - enough to read static data from any source"
This reverts commit fa3e9e7329.
2011-09-15 19:18:53 +02:00
fgenesis
fa3e9e7329 added partial VFS support - enough to read static data from any source 2011-09-15 18:33:13 +02:00
fgenesis
10c8d53e36 OpenAL device fix (thx PL) 2011-08-11 23:43:26 +02:00
fgenesis
3096eaf5e2 initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4 2011-08-03 22:05:33 +02:00