Commit Graph

38 Commits (da2471567d0d91c81b9c2c24b9747a44ad289698)

Author SHA1 Message Date
Tomasz Kapuściński da2471567d Refactored Math::Vector in sound implementation 2022-01-03 23:53:22 +01:00
MrSimbax 80f074e2ba Update license headers 2021-09-11 15:53:59 +02:00
MrSimbax 9cb80daedf Improve sound reloading
Also some minor refactoring.

Since realoding may take a lot of time, modman no longer reloads
the whole app on entering/leaving the screen.
2020-07-27 15:59:33 +02:00
tomangelo 37e4ed8029
Updated license headers (#1317)
* Updated headers

* Updated more headers
2020-07-07 10:19:36 +02:00
AbigailBuccaneer 4bca2b2243 Fix global sounds being positioned at camera
Certain sounds - such as those coming from the UI - aren't supposed to
sound as if they're coming from a given position. This is currently
accomplished by positioning the OpenAL source at the camera position.
This works, but if the camera position drastically moves during the
sound being played then it's possible to hear the sound fade out.

This pull request makes camera movement no longer affect global sounds,
by specifying their position as being (0, 0, 0) relative to the listener
position.

The easiest way to test this is to start a mission, press E to grab when
there's nothing in front of you, and scroll the mouse wheel quickly.
Pressing E will show the nothing-to-grab message which plays a beep
sound, and scrolling will quickly move the camera. Prior to this pull
request, the sound will fade, after this pull request it won't.

Fixes #1087.
2018-04-24 11:43:11 +01:00
krzys-h 1c2bdc9cab Update license headers 2018-04-20 02:08:50 +02:00
krzys-h 29f0631a2c Asynchronous sound/music loading
This improves the loading time a lot. Time from starting the app to opening game window decreased by almost 5 seconds (it's almost instant now). Mission loading times are significantly better too. As a bonus, the playmusic() CBot function doesn't hang the game if you don't preload the files with CacheAudio in scene file.
2016-07-10 14:56:34 +02:00
krzys-h 977607a934 Updated license headers 2016-02-13 14:11:30 +01:00
Piotr Dziwinski d11ebc891c Bring to zero some types of issues reported by colobot-lint 2015-10-04 00:09:10 +02:00
Piotr Dziwinski b93f610930 Fix license header in all files 2015-08-22 16:40:02 +02:00
Piotr Dziwinski d703eb7165 Compile fixes for MSVC2013 2015-08-16 00:39:08 +02:00
krzys-h 0ec3f29e68 Fixed win/lost scene music cached at startup not being ever used 2015-08-14 19:44:44 +02:00
Piotr Dziwinski 11b0398c03 Include refactoring
* reordered includes according to correct style
 * removed some unnecessary includes
2015-08-02 17:49:07 +02:00
Piotr Dziwinski c8498548cc Remove manual memory management in oalsound
Plugging a few more memory leaks detected by valgrind
2015-07-15 22:43:30 +02:00
Piotr Dziwinski 9b232ee3f5 Sound enum refactoring
* rename Sound -> SoundType
 * add parsing string to SoundType
2015-07-09 21:32:25 +02:00
Piotr Dziwinski 88ec9aaae3 Drop GCC 4.6 support 2015-06-26 00:24:32 +02:00
Piotr Dziwinski 3dce58c0fa Replace override and noexcept with macros 2015-04-27 18:07:42 +02:00
krzys-h 6d152d5aee Fixed console spam when music files are not installed
Closes #359
2014-11-02 13:35:00 +01:00
krzys-h f65b00089a Merge branch 'dev' into dev-physfs
Conflicts:
	data
2014-10-14 15:42:19 +02:00
krzys-h 9fd6cf5449 Changed all occurences of PPC in the code to TerranovaTeam 2014-10-14 15:26:18 +02:00
Krzysztof Dermont 1630cf0ed2 Implemented libsndfile loader in PhysFS 2014-06-21 02:59:26 +02:00
krzys-h bb2a9bcfd3 Added option to set pause audio in Scene 2014-02-21 14:19:58 +01:00
erihel c5ae2610b5 Minor changes to sound support.
* changed channel limit from 64 to 2048 that will decrease if error is found while trying to play sound
* added id to each channel to avoid collisions when more than 1 object tries to modify a sound
* minor formatting changes
2014-01-18 03:42:07 +01:00
krzys-h 999490e88b Code for changing music in pause mode
As requested by @Emxx52. Only code for now, we don't have the music yet. Temporairly in developements builds music will change to Prototype (in CBot editor) and Constructive Destruction (in SatCom)
2013-12-31 16:58:21 +01:00
krzys-h e9addb5a5e Added smooth transition in music - issue #205 2013-12-28 12:30:46 +01:00
erihel fe3f9ea38c Sound support changes
* removed 2d sound
* fixed listener orientation (propably issue #235)
* removed unused code and minor refactoring
2013-12-19 22:46:29 +01:00
Didier 'OdyX' Raboud 591ba30a00 Include the OpenAL headers using the "al.h" form, as recommended by its CMake finder script 2013-10-24 21:12:52 +02:00
Piotr Dziwinski 950a3474d5 Refactored sound code
* fixed formatting and naming to be uniform with rest of code
 * moved default implementation of CSound to cpp module
2013-05-27 10:19:16 +02:00
krzys-h cdba398d29 Added music files cache 2013-04-13 16:34:52 +02:00
krzys-h ebffda717b Implemented AudioChange (partially)
There is some issues due to #173
Issue #172
2013-04-13 11:44:16 +02:00
erihel 99d386b61a * Fixed problem with MuteAll and some sounds not playing after muting other sounds (like game menu sound) 2013-04-09 13:20:31 +02:00
erihel 846e7b6578 * Adjusted pan computing function from original game (2D sound should work correctly)
* Set max sound distance to 110.0f to match original colobot (for issue #123)
2013-04-08 01:42:12 +02:00
Piotr Dziwiński 001d37b257 CInstanceManager refactoring
* removed classes managed by CInstanceManager
   except for CObject, CPyro, CBrain and CPhysics
   because of dependencies
 * refactored instance searching to use existing singleton instances of
   CApplication, CEngine and CRobotMain and calling their getter
   functions
2013-02-17 12:11:56 +01:00
erihel 9f75a29e88 * Fixed sound pitch causing segfault
* Sound support should now compile fine with MXE
* Added cache for 3 music files to speedup loading
* Updated howto
2013-01-16 01:45:38 +01:00
erihel 58f35e44ae * Removed alut
* Using libsndfile to load sounds and music
* Added support for playing music files
2013-01-14 22:55:16 +01:00
erihel 983373f150 * Fixed pitch calculation (sound in cut scenes will work as well as robot tracks sound)
* Fixed applying effects to sounds
* Changed volume to range 0.0-1.0 except for values in UI
2013-01-09 23:19:10 +01:00
erihel c793d2d4c6 * Changed Ret to Get methods in sound module
* Added video settings to profile
* Resolution change is now posibble but restart is required
2012-12-25 21:36:50 +01:00
erihel a6ff654ae3 removing plugins for gold version (for mxe cross compiling) 2012-12-20 20:59:11 +01:00