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
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
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
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
Nico de Poel
0fafaf32ad
Callback target pointer is now contained within the struct passed to native. Organized yet more code to move generic GCHandle stuff into the base class.
5 years ago