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Further cleanup of FMOD code, removed all traces of CD audio and switching between CD and MOD music

console
Nico de Poel 5 years ago
parent
commit
9402848813
  1. 48
      engine/code/snd_fmod.c
  2. 4
      engine/code/snd_fmod.h
  3. 6
      engine/projects/uniquake/uniquake.vcxproj

48
engine/code/snd_fmod.c

@ -33,8 +33,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifdef UQE_FMOD
#include "fmod.h"
#include "fmod_errors.h"
#include "../fmodcore/inc/fmod.h"
#include "../fmodcore/inc/fmod_errors.h"
extern int sound_started;
@ -63,7 +63,6 @@ SND_Channel_t SND_MusicChannel;
FMOD_SYSTEM *fmod_system;
FMOD_SOUND *fmod_sound;
FMOD_SOUND *fmod_compactdisc;
FMOD_RESULT fmod_result;
@ -71,17 +70,13 @@ qboolean SND_Initialised;
qboolean SND_InitialisedCD;
int oldtrack;
char bgmtype[16];
char oldbgmtype[16];
float oldbgmvolume;
// forward declarations
void FMOD_Restart (void);
void FMOD_MusicStartConsole (void);
void FMOD_MusicUpdate(char *newbgmtype);
void FMOD_MusicUpdate (void);
@ -311,7 +306,6 @@ void FMOD_Startup (void)
Con_Printf("Speaker Output: Unknown\n");
}
strcpy(bgmtype, "cd");
oldbgmvolume = bgmvolume.value;
SND_FClose();
@ -700,18 +694,10 @@ void FMOD_MusicStart (char *name, qboolean loop, qboolean notify)
// if an audio file exists play it
SND_MusicChannel.track = atoi(file);
strcpy(SND_MusicChannel.trackname, trackname);
FMOD_MusicUpdate("mod");
}
else
{
// otherwise fall back to CD Audio
SND_MusicChannel.track = atoi(name);
strcpy(SND_MusicChannel.trackname, "\0");
FMOD_MusicUpdate("cd");
FMOD_MusicUpdate();
}
if (strcmpi(bgmtype, "mod") == 0)
MOD_Start(SND_MusicChannel.trackname, loop, notify);
MOD_Start(SND_MusicChannel.trackname, loop, notify);
}
/*
@ -758,8 +744,7 @@ FMOD_MusicPause
*/
void FMOD_MusicPause (void)
{
if (strcmpi(bgmtype, "mod") == 0)
MOD_Pause();
MOD_Pause();
}
/*
@ -769,8 +754,7 @@ FMOD_MusicResume
*/
void FMOD_MusicResume (void)
{
if (strcmpi(bgmtype, "mod") == 0)
MOD_Resume(true);
MOD_Resume(true);
}
/*
@ -778,27 +762,15 @@ void FMOD_MusicResume (void)
FMOD_MusicUpdate
===================
*/
void FMOD_MusicUpdate (char *newbgmtype)
void FMOD_MusicUpdate (void)
{
if (SND_MusicChannel.track != oldtrack)
{
if (strcmpi(bgmtype, "mod") == 0)
MOD_Stop();
MOD_Stop();
oldtrack = SND_MusicChannel.track;
}
if (strcmpi(bgmtype, "mod") == 0)
MOD_Update();
if (newbgmtype != NULL)
strcpy(bgmtype, newbgmtype);
if (strcmpi(bgmtype, oldbgmtype) != 0)
{
FMOD_MusicStop();
strcpy(oldbgmtype, bgmtype);
}
MOD_Update();
oldbgmvolume = SND_MusicChannel.volume;
}

4
engine/code/snd_fmod.h

@ -27,15 +27,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define _SND_FMOD_H_
#ifdef UQE_FMOD
#define UQE_FMOD_CDAUDIO
void FMOD_Init (void);
void FMOD_Shutdown (void);
void FMOD_MusicStart (char *name, qboolean loop, qboolean notify);
void FMOD_MusicStop (void);
void FMOD_MusicPause (void);
void FMOD_MusicResume (void);
void FMOD_MusicUpdate (char *newbgmtype);
void FMOD_MusicUpdate (void);
void FMOD_MusicActivate (qboolean active);
qboolean FMOD_MusicActive (void);
#endif

6
engine/projects/uniquake/uniquake.vcxproj

@ -95,7 +95,8 @@
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;UNIQUAKE_EXPORTS;_WINDOWS;_USRDLL;GLQUAKE;UQE_FMOD;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>false</ConformanceMode>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalIncludeDirectories>..\..\fmodcore\inc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>
</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
</ClCompile>
<Link>
@ -118,7 +119,8 @@
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;UNIQUAKE_EXPORTS;_WINDOWS;_USRDLL;GLQUAKE;UQE_FMOD;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>false</ConformanceMode>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalIncludeDirectories>..\..\fmodcore\inc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>
</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>

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