Looking throughthe code, it appears that
sound volumes are typically set when calling
the "play" function for in-engine uses of sounds.
No default values were, in fact, set explicitly at
creation, so they were initialized to 0.0f.
Scripting documentation, however, refers to
default volumes per type where no volume is
passed. New engine functionality should also
be able to rely on this.
I'm setting sane values found in other
parts of the sound system at stream creation,
to be used or overwritten later.
At least on my system that saved ~25% of the compile time (2:01 to 1:33)
so it appears that this is indeed something that help compile
performance.
Also does some house cleaning by using the new PCH command of CMake if
it is available which reduces our dependencies.
This adds an ai_profiles flag that checks comm systems for non-player ships. If their comm system is damaged, they will not send messages and you will not be able to issue squadmsg orders.
See also:
http://scp.indiegames.us/mantis/view.php?id=1947
The sound was passed the data from before the resampling took place so
it though it would be playing a stereo sound and rightly cause an
assertion. This fixes that by refreshing the properties after appliying
the resampling properties.
This does some refactoring to make it possible to cimpile and run FSO
without needing to link to FFmpeg. Since that eliminates support for
cutscenes or sound this is mostly useful for running a standalone server
which has no need for this anyway.
This reduces the image size of the standalone Docker image to only 20MB
and also resolves any licensing issues that might have existed.
The largest new feature is that it is now possible to include other
files into the RML by using the "include" tag. This is useful for making
markup files more modular.
Also added some more options for existing things (e.g. built-in detail
options).
The Z coordinate, from negative to positive, means "front to back", so a Z value of 1.0 (with relative playback, which is what 2D sounds use) means "as far back as possible", i.e. the rear speakers. It's hard to know if this was intentional or not, but feedback from an actual user with a surround setup is that the opposite is preferable.
This replaces the previously used defines with inline functions which
fixes a few warnings if the macros were ever used. This also changes
fsspeech.cpp so it is compiled always since it has no dependency on the
underlying speech system.
The amount of output parameters is becoming quite large which makes it
harder to add new input parameters. For that reason I converted the
existing output parameters to a struct which cleans up the function
signature a lot.
This is similar to the other changes I already posted. Here the sound
instance handles are converted to their own handle type which will make
it easier to use the sound API.
This converts the previous int handles to a strongly-typed wrapper
handle which will make the API more self-documenting and will ensure
that wrongly used handles are detected at compile time.
I already found a few mistakes with these changes which I also fixed
here.
This can be used for mark parts of the code which should be unreachable
in normal execution. In debug mode, if such a statement is reached an
Error dialog is shown which aborts the execution. In release mode the
macro is replaced with a compiler specific expression that lets the
compiler know that this part is unreachable which allows it to optimize
the code better.
Since there is no OpenAL context if sound is disabled there were errors
when calling alGetError on a non-existant context. This fixes that by
aborting the sound API call when the sound system wasn't initialized.
The initial JSON flags output lacked this information but it is needed
for proper support by the launcher. This adds a new entry in the JSON
structure without changing anything else so it does not require a new
output version.
This allows to use more complex file structures in the executable
without requiring that those exist as real files. The rest of the code
does not need to handle the difference between a default file and a real
file anymore which means that it's now possible to embed image files
into the executable since bmpman only needs to use the standard CFile
API.
I added two tests which check if the default file can be found and
opened and if a mod file overrides the default file which should always
be possible.
The previous code could only handle ASCII data correctly but this new
code is also able to handle UTF-8 data correctly by using the Windows
API function MultiByteToWideChar. Since the conversion only happens in
Windows-only code this is not a portability issue.
This fixes an issue reported on the forums where non-ASCII text was not
spoken correctly by the TTS system.
This will remove the dependency on a system version of OpenAL and also
enable the advanced sound code for everyone. This removes the ability to
use a custom OpenAL version but removing the only system dependency we
currently have is worth a lot more than being able to use a custom
OpenAL version.