14 Commits (52510cfecc4e39d367b707f1d4bc02ecd202c928)

Author SHA1 Message Date
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 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 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