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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
..
FMOD
Added FMOD Core library to the engine project
5 years ago
Quake
Got the FMOD entity sound slot system working in a way that's effective and still fairly simple:
5 years ago
UniQuake
Return result of directory creation, so that the game may handle creation errors
5 years ago
Windows
Rewrote the BGM system using FMOD, making the whole codec system rather obsolete
5 years ago
LICENSE.txt
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
Quakespasm-Music.txt
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
Quakespasm.html
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
Quakespasm.txt
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