Search found 1572 matches

by Chris
18 Mar 2012, 23:05
Forum: General Development
Topic: Sound Improvements
Replies: 27
Views: 6160

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: 6160

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: 6160

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: 6160

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: 6160

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: 6199

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: 8652

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: 2748

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: 4388

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: 6684

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...