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23 commits

Author SHA1 Message Date
Nicolas Braud-Santoni
276265be1d Eliminating obsolete #ifdefs and friends (#26)
The following options have been applied globally, using unifdef(1):
```c
 #undef BBGE_BUILD_DIRECTX

 #define BBGE_BUILD_OPENGL 1
 #define GL_GLEXT_LEGACY   1
 #define HAVE_PUTENV       1
 #define TIXML_USE_STL     1
 #define BBGE_BUILD_SDL    1
```
2016-05-05 03:49:41 +02:00
fgenesis
af1b831c85 attempt to fix sounds from zip files not loading properly 2015-07-07 01:16:59 +02:00
fgenesis
6203bc7ce4 Update Aquaria/BBGE/External sources to comply with the new ttvfs API 2014-04-07 02:10:05 +02:00
fgenesis
f825ad9fb7 Fix crash on minimize + reactivate 2013-07-26 02:15:40 +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
66802e1935 Change AL distance model to AL_NONE, and implement a custom distance attenuation model.
This avoid the problems with AL_INVERSE_DISTANCE_CLAMPED (doesn't reach 0),
and sounds way better than AL_LINEAR_DISTANCE_CLAMPED, which has an
all-too-sudden decay when a sound goes out of audible range.
2013-07-24 04:36:36 +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
03f99058c3 Apply SDL2 patch by ryan, with some adjustments to apply properly.
The fix as suggested by Jonas Kulla on the mailing list is also in.
There hasn't been any extensive testing, and it may not yet compile
on platforms other than win32.
2013-07-18 23:29:55 +02:00
fgenesis
82000b14ca Little annoyances that ease debugging with MSVC 2012-07-13 21:09:30 +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
c02ea1ce83 Re-implement (optionally) pre-decoding audio to reduce disk seek/decoding time.
This was removed in HG changeset 7ec478d993b7, and is now implemented
in a way that is better than before: voice overs and music
no longer cause decoding lag, as they are always decoded on-the-fly.
The additional memory use (~40 MB) should be no problem for anyone.
The default is still to decode everything on the fly.
2012-05-27 04:46:36 +02:00
fgenesis
f953f2b5ab Do all sound decoding in *one* background thread, instead of one thread per decoder. 2012-05-25 17:38:59 +02:00
fgenesis
0cd0971671 Revert "Add a thread pool for background job processing, and use it for OggDecoder."
This reverts commit 010f44d264.

Conflicts:

	BBGE/MT.cpp
	BBGE/MT.h
2012-02-12 03:27:54 +00:00
fgenesis
321a65a9fb sync with icculus repo 2012-02-09 17:40:35 +01:00
fgenesis
010f44d264 Add a thread pool for background job processing, and use it for OggDecoder.
The pool adjusts to the amount of required threads.
The implementation is as simple as possible, but should be enough
for future extensions.

This brings down decoder thread creation/destruction even more.

Also fix OpenALSystem::release() to close channels properly on shutdown,
otherwise it would deadlock with the pool, because it waits until all
threads have died off, which did not necessarily happen.
2012-02-09 16:08:35 +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