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5 Commits (d73d86ce11c135734574a3d4b51f5ca76c69458b)

Author SHA1 Message Date
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 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 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 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 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
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