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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
..
FMOD
Added FMOD Core library to the engine project
5 years ago
Quake
First work on rewriting the SFX sound system using FMOD:
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