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WIP-sound.txt
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WIP-sound.txt
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sound support functions :
-------------------------
Checked/changed functions:
(copied from lsdldoom)
s_sound.c
s_sound.h
sounds.c
sounds.h
l_sound_sdl.c
l_sound_sdl.h (from lsdldoom i_sound.h)
Non-sound related Changed functions, from lsdldoom (may introduce errors/crash)
w_wad.c :
W_CacheLumpNum
to test :
use Z_Malloc instead of Z_Calloc
s_sound.c : S_Init()
(channel_t *) Z_Malloc(numChannels*sizeof(channel_t), PU_STATIC, 0);
SDLMixer use :
---------------------------------------------
Mix_Pause
I_StartSound - l_sound_sdl.c
I_InitSound - l_sound_sdl.c
Mix_Resume
I_StartSound - l_sound_sdl.c
Mix_PlayChannel * (done - PlaySampleAtChannel)
I_StartSound - l_sound_sdl.c
Mix_Playing * (done - IsPlayingAtChannel)
I_StartSound - l_sound_sdl.c
I_SoundIsPlaying - l_sound_sdl.c
Mix_HaltChannel * (done - StopSampleAtChannel)
I_StartSound - l_sound_sdl.c
I_StopSound - l_sound_sdl.c
Mix_VolumeChunk * later (volume; Per-sample volume, 0-128 ) TBD done integrated at Mix_PlayChannel...
I_StartSound - l_sound_sdl.c
Mix_SetPanning * later
I_StartSound - l_sound_sdl.c
Mix_OpenAudio
I_InitSound - l_sound_sdl.c
Mix_QuickLoad_RAW *
I_InitSound - l_sound_sdl.c
Mix_AllocateChannels
I_SetChannels - l_sound_sdl.c
TBD:
---
Strafe using right analog stick
fixing NTSC sound
Support for OGG/MOD playing during gameplay
Support for ADPCM streaming during gameplay