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Added some legal text and fixed FMOD callbacks for 32-bit compiles

console
Nico de Poel 5 years ago
parent
commit
ccaf57ec02
  1. 5
      engine/Quake/bgmusic.c
  2. 28
      engine/Quake/snd_fmod.c

5
engine/Quake/bgmusic.c

@ -1,9 +1,10 @@
/*
* Background music handling for Quakespasm (adapted from uHexen2)
* Handles streaming music as raw sound samples and runs the midi driver
* Background music handling for Quakespasm (reimplemented with FMOD)
* Handles streaming music directly from the file system
*
* Copyright (C) 1999-2005 Id Software, Inc.
* Copyright (C) 2010-2018 O.Sezer <sezero@users.sourceforge.net>
* Copyright (C) 2021 Nico de Poel <ndepoel@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by

28
engine/Quake/snd_fmod.c

@ -1,3 +1,25 @@
/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2010-2011 O. Sezer <sezero@users.sourceforge.net>
Copyright (C) 2021 Nico de Poel <ndepoel@gmail.com>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
#ifdef USE_FMOD
@ -20,7 +42,7 @@ static FMOD_CHANNELGROUP *sfx_channelGroup = NULL;
vec3_t listener_origin;
static const char *FMOD_SpeakerModeString(FMOD_SPEAKERMODE speakermode);
static float SND_FMOD_Attenuation(FMOD_CHANNELCONTROL *channelControl, float distance);
static float F_CALL SND_FMOD_Attenuation(FMOD_CHANNELCONTROL *channelControl, float distance);
static void SND_StartAmbientSounds();
// Copy and convert coordinate system
@ -186,7 +208,7 @@ Custom rolloff callback that mimics Quake's attenuation algorithm,
whereby sounds can have varying degrees of distance rolloff.
====================
*/
static float SND_FMOD_Attenuation(FMOD_CHANNELCONTROL *channelcontrol, float distance)
static float F_CALL SND_FMOD_Attenuation(FMOD_CHANNELCONTROL *channelcontrol, float distance)
{
FMOD_RESULT result;
soundslot_t *userdata;
@ -214,7 +236,7 @@ Channel control callback that ensures a channel's associated userdata
is properly cleared when the channel stops playing.
=================
*/
static FMOD_RESULT SND_FMOD_Callback(FMOD_CHANNELCONTROL *channelcontrol, FMOD_CHANNELCONTROL_TYPE controltype, FMOD_CHANNELCONTROL_CALLBACK_TYPE callbacktype, void *commanddata1, void *commanddata2)
static FMOD_RESULT F_CALL SND_FMOD_Callback(FMOD_CHANNELCONTROL *channelcontrol, FMOD_CHANNELCONTROL_TYPE controltype, FMOD_CHANNELCONTROL_CALLBACK_TYPE callbacktype, void *commanddata1, void *commanddata2)
{
FMOD_RESULT result;
soundslot_t *userdata;

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