Search found 1549 matches

by Chris
16 Mar 2012, 11:52
Forum: General Development
Topic: Sound Improvements
Replies: 27
Views: 4262

Re: Sound Improvements

Sound is one of the few areas where mangle is actually useful. When the sound part of mangle was written, we couldn't find a sound library that works equally well for everyone, so we have three options now that can be chosen from by setting a cmake variable. I would suggest to keep it like that. As...
by Chris
15 Mar 2012, 23:43
Forum: General Development
Topic: Sound Improvements
Replies: 27
Views: 4262

Sound Improvements

I'm interested in redesigning/improving the sound system. Now that OpenMW is a bit more capable (moving about in the world with sound emitters, sound activators, etc), there are some things that could be done to make the engine's use of OpenAL be more efficient and less error-prone. I was talking wi...
by Chris
15 Mar 2012, 03:59
Forum: General Development
Topic: Implementing Activation Sounds
Replies: 28
Views: 4541

Re: Implementing Activation Sounds

I've set the attenuation model to linear, now the 3d sound behavior should be a lot closer to the original game. Not exactly. The original game used DirectSound3D (at least with "hardware" audio, which a lot of gamers probably had at the time), and that only uses what OpenAL calls AL_INVERSE_DISTAN...
by Chris
02 Mar 2012, 08:43
Forum: General Development
Topic: Records saving
Replies: 21
Views: 6263

Re: Records saving

That's why I said I don't know what to do about it. This requires either the ESM_Context struct to be rewritten or a function that converts floats that pretend to be ints into real floats. Perhaps just treat the version like a 4-byte enum with specific recognized values. No floats. Floating-point e...
by Chris
26 Feb 2012, 02:05
Forum: General Development
Topic: Fix for music restarting after cell change. Bug 145
Replies: 10
Views: 1958

Re: Fix for music restarting after cell change. Bug 145

Ok, I'm setting it to 150 for 30 seconds, it doesn't sound like a memory hog, and if the game is stuck for more than 30 seconds you have more serious problems than the music that stops playing. 30 seconds at 44.1khz 16-bit stereo is 5,292,000 bytes (a bit over 5MB) just for the buffered data... ass...
by Chris
08 Feb 2012, 16:04
Forum: General Development
Topic: WTF!!! Rendering System Broken
Replies: 18
Views: 3116

Re: WTF!!! Rendering System Broken

Nope. The iterator is incremented before erase is called. All good. Hmm, I always worked under the assumption that all preexisting iterators become invalid after the number of elements in a container changes, regardless of what element it references. Looking at some online C++ references, it seems ...
by Chris
08 Feb 2012, 15:53
Forum: Feature Requests and Suggestions
Topic: Updated Doors
Replies: 17
Views: 5197

Re: Updated Doors

Can't this be done as a normal mod? I think that would work best... instead of trying to make the core engine change the design of maps, just change the maps themselves. Scripting and models will need consideration when making walk-in caves or moving doors, which is something best left to modders in...
by Chris
06 Feb 2012, 11:19
Forum: General Development
Topic: WTF!!! Rendering System Broken
Replies: 18
Views: 3116

Re: WTF!!! Rendering System Broken

There's a bug in Actors::removeCell() in actors.cpp regarding the iterator usage there. You need to change the code to something like for(std::map<MWWorld::Ptr, Animation*>::iterator iter = mAllActors.begin(); iter != mAllActors.end();) { if(iter->first.getCell() == store){ delete iter->second; mAl...
by Chris
31 Dec 2011, 21:21
Forum: Support
Topic: libaudiere-dev not in debian anymore
Replies: 6
Views: 2528

Re: libaudiere-dev not in debian anymore

Apologies for my extreme ignorance, this may not even be relevant, but have we considered gstreamer? GStreamer would work for music and videos, but it doesn't work so well for simply decoding audio. I dare say ffmpeg is probably the best option, as it works better for simple decoding, can handle mp...