Search found 1615 matches

by Chris
21 Mar 2012, 19:30
Forum: General Development
Topic: Sound Improvements
Replies: 27
Views: 11223

Re: Sound Improvements

I am not sure if I understand exactly what you mean. But having a file show up multiple times is expected (depending on the state of your MW installation). The same file existing in a bsa and in the file system is one issue. The same file existing in multiple data path locations is another (current...
by Chris
20 Mar 2012, 21:17
Forum: General Development
Topic: Sound Improvements
Replies: 27
Views: 11223

Re: Sound Improvements

It seems to be working now using Ogre's resource management stuff. Something odd I noticed is that the music files are each listed 3 times. I think that's due to OMW::Engine::loadBSA loading the same data dir 3 times (as Morrowind.bsa, Tribunal.bsa, and Bloodmoon.bsa are all in ./data, and each BSA ...
by Chris
20 Mar 2012, 14:23
Forum: General Development
Topic: Sound Improvements
Replies: 27
Views: 11223

Re: Sound Improvements

Your sound-rewrite doesn't merge cleanly. Can you merge in my master branch please? Done. I hope it did that correctly. BTW, how should I handle resource loading (reading sound files, etc)? The original/current code mainly uses normal IO functions, but that obviously won't work with BSAs, so I'm no...
by Chris
18 Mar 2012, 23:05
Forum: General Development
Topic: Sound Improvements
Replies: 27
Views: 11223

Re: Sound Improvements

SDL_sound might be an easier alternative to Audiere. It can load wav and mp3 files, and is probably easier to get a hold of on Windows and Linux. Unless something else comes along, though, ffmpeg will be needed to support Bink videos. AFAIK, it's the only free and open lib that can decode both video...
by Chris
18 Mar 2012, 17:55
Forum: General Development
Topic: Sound Improvements
Replies: 27
Views: 11223

Re: Sound Improvements

I have a preliminary attempt ready for perusal. https://github.com/ChrisKCat/openmw/tree/sound-rewrite The Mangle and OpenEngine sound code is gone, and it's all built up from MWSound. OpenAL and libsndfile+mpg123 are reimplemented and sectioned off into their own source modules and accessed through...
by Chris
16 Mar 2012, 22:25
Forum: General Development
Topic: Sound Improvements
Replies: 27
Views: 11223

Re: Sound Improvements

I assume this is something for the 0.14.0 release? Probably, if you were hoping the have 0.13.0 out relatively soon. It'll take me a bit to get (re)acquainted with the code, then to find something that works, then make it work. Edit: Just in case you missed it, we recently merged the submodules int...
by Chris
16 Mar 2012, 11:52
Forum: General Development
Topic: Sound Improvements
Replies: 27
Views: 11223

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: 11223

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: 12180

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_INVE...
by Chris
02 Mar 2012, 08:43
Forum: General Development
Topic: Records saving
Replies: 21
Views: 18168

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...