111 Commits (01a36906a9bb6341bbe7d2e646c66f6249850b2e)

Author SHA1 Message Date
Nico de Poel 99b09dc854 Moved some global variables around for portability 5 years ago
Nico de Poel 75b9427296 Fixed compatibility issues with Scourge Done Slick: 5 years ago
Nico de Poel bf4a09cfd7 FMOD will copy the sound buffer into its own memory when FMOD_CREATESAMPLE is used, so we don't need to keep the loaded sound files in Hunk memory anymore. 5 years ago
Nico de Poel d2184af9b1 Resolved compiler errors related to disabling SDL. Now we've just got a ton of linker errors to deal with... 5 years ago
Nico de Poel 09ad4b848c Added a build configuration which will only include portable code, i.e. no dependencies on SDL, OpenGL or native Windows libraries 5 years ago
Nico de Poel 11cdaf7a75 Allow passing of player number to FMOD for split-screen purposes. Not used for anything yet, but it's handy to have it in there already. 5 years ago
Nico de Poel afa6333078 Some additional cleanup 5 years ago
Nico de Poel 35e48c9087 Fixed popping noise upon stopping a sound by quickly ramping down the volume instead of stopping immediately. Also did a bit of additional housekeeping. 5 years ago
Nico de Poel 9806b057c7 Implemented ambient sounds, did some refactoring and added explanations about the different types of sounds 5 years ago
Nico de Poel 162c935334 Some housekeeping and preparation for ambient sounds 5 years ago
Nico de Poel 13df268ecf Implemented sound effect delay in the situation where multiple instances of the same sound are started on a single frame 5 years ago
Nico de Poel e928833f5e Implemented proper looping of sounds based on cue information from the WAV file header. Also modified Delay function so that it is unaffected by differences in sample rate between the input file and FMOD's mixer. 5 years ago
Nico de Poel 79ad6f086c Release sounds loaded by FMOD on shutdown, and check FMOD version upon startup 5 years ago
Nico de Poel 756420c5f9 Set channels with 0 volume to automatically become virtual. This greatly reduces the number of real channels that are being used. 5 years ago
Nico de Poel 52510cfecc Some cleanup and extra housekeeping 5 years ago
Nico de Poel 2b740b33aa Give local player sounds higher-than-default priority, so its real channels won't get stolen by other entity sounds 5 years ago
Nico de Poel 0d4043e444 Properly set max real and virtual channels on FMOD initialization. Fixes sounds noticeably cutting out when the default max of 64 real channels is exceeded. 5 years ago
Nico de Poel 83210b5822 Got the FMOD entity sound slot system working in a way that's effective and still fairly simple: 5 years ago
Nico de Poel dedad3b4e4 Use channel's 3D level to handle sounds from the view entity. Fixes player sounds still panning left and right, and simplifies attenuation code. 5 years ago
Nico de Poel f5b948af3a WIP FMOD sound system: 5 years ago
Nico de Poel fa4183ac30 WIP FMOD sound system: 5 years ago
Nico de Poel 68db1e78ae Implemented more FMOD goodness: 5 years ago
Nico de Poel db31892192 First work on rewriting the SFX sound system using FMOD: 5 years ago
Nico de Poel 3e0c4b5314 Stream music files from disk with FMOD, instead of preloading the entire file into memory and playing from there. Added a helper function to COM_ to assist with this. 5 years ago
Nico de Poel b36a292fbc Initialize FMOD pointers to NULL, so that the validation checks will also work correctly in Release builds 5 years ago
Nico de Poel 78f42d9c9a Return result of directory creation, so that the game may handle creation errors 5 years ago
Nico de Poel 548b72aed1 Minor bits: 5 years ago
Nico de Poel 243bb70613 Rewrote the BGM system using FMOD, making the whole codec system rather obsolete 5 years ago
Nico de Poel 34764f8eeb Added SDL2 library files that were previously ignored 5 years ago
Nico de Poel 1df95cd0df Added FMOD Core library to the engine project 5 years ago
Nico de Poel 623292cdae Organized some source files to isolate stuff that will be made obsolete at some point 5 years ago
Nico de Poel c91e6b2bea Replaced UQE-based engine code with a modified QuakeSpasm, stripping out all music codecs (obviously losing music playback capability but that'll be re-added later), and compiling to a DLL with the UniQuake integration code added in. 5 years ago
Nico de Poel b2a9a27ede Started marking stuff in the code that's either platform-dependent (Windows) or graphics API-dependent (OpenGL), with a new build Portable configuration that will eventually only compile the plain portable C portions of the code. 5 years ago
Nico de Poel 404f19a56d Renamed mod* to gl* to reflect that it's about rendering in general, and cleaned up & rearranged some code 5 years ago
Nico de Poel 0f02005c58 Reimplemented uploading of alias model data, which now includes all vertex, triangle index and UV data 5 years ago
Nico de Poel e8f97ce8e8 Transplanted improved QuakeC string handling over from QuakeSpasm, as well as a few other improvements to the script interpreter (including a massive bump to the Zone memory size). This now allows the entire game to run properly in 64-bit mode! :D 5 years ago
Nico de Poel 264848f832 Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device. 5 years ago
Nico de Poel adc94064ae More FMOD cleanup 5 years ago
Nico de Poel d4ef2063d6 More FMOD cleanup, and introduced Channel Groups for both music and SFX (to be used later). Volume is regulated through the channel group instead of on the channels directly. 5 years ago
Nico de Poel e9529687e5 Newlines correction 5 years ago
Nico de Poel 9402848813 Further cleanup of FMOD code, removed all traces of CD audio and switching between CD and MOD music 5 years ago
Nico de Poel 75f0382070 Upgraded FMOD to version 2.00.16 (Core libraries only) and included 64-bit Windows libraries. Updated API's where necessary and removed all of the CD audio stuff as FMOD doesn't seem to support this anymore, and we're not interested in it anyway. 5 years ago
Nico de Poel fa50659490 Use custom exceptions to stop control flow in the Quake engine on Error and Quit, and shut down the engine. Doesn't work quite as intended yet (Quit will terminate the entire Unity application for some reason, instead of just Quake) but it's a step in the right direction. 5 years ago
Nico de Poel 65c759036d Added FMOD library files (32-bit Windows) which were being ignored by default 5 years ago
Nico de Poel ec8951fa7c First test to upload model data (brush models and alias models) from Quake to Unity 5 years ago
Nico de Poel 9be3852e55 First pass at making Quake engine code 64-bit ready. Not entirely stable yet, but it starts, runs and is partially playable. Will still crash when loading some levels. 5 years ago
Nico de Poel cb8bb17c63 Replaced native file I/O functions with managed versions implemented in Unity. Worked first try! :D 5 years ago
Nico de Poel d268e8794a Declare callback delegates as using Cdecl calling convention, so it's consistent with the rest of the code and also consistent across all platforms. 5 years ago
Nico de Poel b1a7505d81 Limit tested video modes even further and skip all display frequencies above 60 Hz, to significantly lower startup times 5 years ago
Nico de Poel 40c8c13fb3 Moved native Sys_ calls into their own separate compilation unit, and removed some auto-generated Windows garbage 5 years ago