Nico de Poel
61a845338e
Further mesh conversion research: animation frames are now converted into blend shape animations, which can be played back either with or without smoothing.
5 years ago
Nico de Poel
834ff9a794
First test converting models from Quake into Unity meshes, including normals and UVs. It's still far from perfect (back side UVs are not handled at all yet) but it's a good demonstration of what will be possible.
5 years ago
Nico de Poel
ccaf57ec02
Added some legal text and fixed FMOD callbacks for 32-bit compiles
5 years ago
Nico de Poel
7f358f5188
Added back in acknowledgements. Seems fair.
5 years ago
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:
- Implement Sys_DoubleTime with a clock function that keeps running and doesn't update only once per frame. Fixes infinite loop in Host_ShutdownServer.
- Readded missing "play" and "playvol" console commands.
- Ignore console messages that contain only whitespace.
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:
- Up to 1024 entities are statically defined with 8 sound slots each. Sounds played within these ranges will override each other.
- Sounds with free channel assignment get a slot that's dynamically allocated in zone memory.
- Used the channel control callback to detect when a channel is done playing and free the associated slot.
- Also implemented StopSound function
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:
- Quick hack channel userdata for attenuation to test normal entity sounds
- Always set full volume for sounds coming from the view entity (i.e. the player)
- It's starting to sound like Quake!
5 years ago
Nico de Poel
fa4183ac30
WIP FMOD sound system:
- Update listener position and SFX volume
- Implemented static looping sounds, with an attenuation algorithm mimicking the one from Quake
- First bits of entity sound playback, which needs some additional thought first
5 years ago
Nico de Poel
68db1e78ae
Implemented more FMOD goodness:
- Initialization of FMOD System (if necessary), diagnostics and setup of SFX channel group
- Loading of FMOD sounds from either disk or PAK file
5 years ago
Nico de Poel
db31892192
First work on rewriting the SFX sound system using FMOD:
- Isolated all the bits from the old sound system that are obsolete, and compile them out with USE_FMOD directive
- Moved FMOD_System_Update call to S_Update function in new snd_fmod.c where it belongs
- Mute FMOD when application is not in focus
- Added stubs with research on what needs to happen for relevant sound API functions
5 years ago
Nico de Poel
64b4ac812b
Split off native interop code for the main UniQuake class into a separate partial class file as well
5 years ago
Nico de Poel
12faa0c8a1
Allow FMOD system to be re-created during hot code compile & reload, and added some debug UI to inspect what FMOD is doing
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.
This removes the noticeable delay when loading into a level, and simplifies the music playback code as well.
5 years ago
Nico de Poel
1a5ff9b64b
Send normal logs to Unity again, but for the Update loop collect all logs and flush the contents only once per frame
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:
- Consolidate FMOD closing code into a single method
- Added some experimental (commented-out) code to test running multiple instances of Quake
- Extra validation checks in FMOD music code
- Removed QuakeSpasm "feature" that skipped the demo reel at startup
5 years ago
Nico de Poel
754812d63e
Split all of the callback modules' native interop boilerplate code off into separate partial class files, to keep the actual logic code clean and easy to read.
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
b1112c5d15
Ignore more files and directories
5 years ago
Nico de Poel
08b1139efd
Added SDL2 libraries required by QuakeSpasm (for now)
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
e416868650
Modifications to make UniQuake work with a new engine DLL based on QuakeSpasm:
- Extended QuakeParms with additional fields required by QuakeSpasm, and marshal it to a fixed memory block so that the engine can hold on to a reference.
- Increased heap size to 128 MB
- Some minor renaming and refactoring
5 years ago
Nico de Poel
303f064f52
Added the ability to start one of the mission packs and to test mods
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