marauder2k7
2b295fb7f0
rest of virtuals removed
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virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00
marauder2k7
efbe5e90f5
virtuals removed
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virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00
Brian Roberts
25a3c3325f
Merge pull request #1208 from jamesu/datachunker_refactor
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Datachunker & FrameAllocator refactor
2024-02-09 20:32:39 -06:00
AzaezelX
da9b9ed787
prelim refactor
2024-02-05 14:23:11 -06:00
James Urquhart
3781c7fae5
Add an alternate allocator for DecalManager; Also fix SFX weirdness.
2024-02-04 23:27:31 +00:00
AzaezelX
96f001b0e6
clean up malformed stream conversion
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reinterpret_cast was misaligning the pointer. just use the already leveraged dynamic_cast
2024-01-01 20:42:43 -06:00
marauder2k7
852ed8f225
Sfx playlist asset working ( #1109 )
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* GroundWork
-Reverted SFXPlaylist since it is going to be made from an asset now instead.
-Added extra options to soundAssets description.
-SFXPlaylist may need an onAdd function
* Update sfxController.cpp
* SFXPlaylist data
-Added sfxPlaylist init persist fields for the slots to sound asset
-Added logic to fil sfxPlaylist if more than 1 slot is filled
* Update SoundAsset.cpp
to stop git ci complaining, assetImporter........
* Update SoundAsset.h
* sfxPlaylist
-Fix: incomplete type error
-Added onAdd and onRemove to playlist
-SoundAsset getProfile define now returns playlist if the asset is a playlist.
* Update SoundAsset.h
-updated asset array to return playlist or profile depending on what the asset is
* SFXPlaylist working
-SFXPlaylist works
AudioChannelDefault gets its volume set to 0 for some reason and was throwing off making sfxPlaylist inaudible.
Still an exception when closing if using a playlist trips on line 355 of sfxSound
* Update sfxSound.h
* setSoundFile index null fix
* Update SoundAsset.h
* Update SoundAsset.h
* netstream safety in case of a null asset assignment
* Update sfxController.cpp
added safeties around a null playlist trying to play.
* Update with Az's asset err code changes
---------
Co-authored-by: AzaezelX <quillus@hotmail.com>
2023-10-21 17:19:02 -05:00
Lukas Aldershaab
89b0c7f73b
Console Refactor
2023-09-13 10:33:20 +02:00
AzaezelX
16bc962c38
debug enclosures for suffixed libs
2023-07-11 09:49:31 -05:00
AzaezelX
c61439c2f9
Merge branch 'cmake_adjustments' of https://github.com/Ragora/Torque3D into alpha41/cmake_adjustments
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# Conflicts:
# Engine/lib/assimp/INSTALL
# Engine/source/console/fileSystemFunctions.cpp
# Tools/CMake/basics.cmake
# Tools/CMake/modules/module_testing.cmake
2023-05-27 18:18:17 -05:00
Brian Roberts
a6f03897ed
Merge pull request #1016 from Azaezel/alpha41/mangledMath
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clean up math varsize complaints
2023-05-08 21:28:49 -05:00
AzaezelX
0d4221fa59
uninitialized and unused value cleanups
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(cherry picked from commit 1f08602cf0ad84409cd8b3520510f9c6ce7d5f9c)
2023-05-01 10:40:02 -05:00
AzaezelX
0ce2da3a23
clean up math varsize complaints
2023-04-27 16:10:04 -05:00
AzaezelX
c4ae6258cc
sound safeties and future notes
2023-02-26 17:26:43 -06:00
AzaezelX
15f7f04bee
standardize soundasset preloading for datablocks
2023-02-19 05:19:51 -06:00
AzaezelX
1b33b01eb1
add "docsURL" filter to assignFieldsFrom to prevent it from triggering opening web pages when inheriting values
2023-01-28 16:12:05 -06:00
AzaezelX
f5a34308f9
add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector
2023-01-27 01:13:15 -06:00
AzaezelX
8821f62b0c
misc fixes
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utilize specialty case soundarray macros.
slim duplicate entries in vehicle already hand;ed by rigidshape.
create a gamebasedata::onnewdatablock which calls onremove and onadd for the db for those classes like wheeledvehicle that expect mounting logic to occur
2022-12-27 21:10:15 -06:00
AzaezelX
ab98909f1e
if we have no description, the sounds is never 3d
2022-11-28 00:10:32 -06:00
AzaezelX
4f00c48ff0
sfx bypass doe dediservers.
2022-10-01 01:41:24 -05:00
marauder2k7
fe47048293
Mac OpenAL 1.1
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Added compatibility function to return max sources the old way.
If openal 1.2 method returns 0 it will do it the old way.
2022-08-29 20:06:29 +01:00
marauder2k7
5b1e20f28c
OpenAL Mac
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Cleanup print functions cos mac hates them. All these functions did was print what was capable on openal anyway end user doesn't really get any benefit from this. Will save these for the refactor.
2022-08-29 18:04:55 +01:00
marauder2k7
3eca15cb31
OpenAL Internal name
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-Now there is an internal name for openal and a default name for the device to be displayed
2022-08-16 15:55:56 +01:00
marauder2k7
52dc5cf3da
Device Name
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-OpenAL wraps device name in brackets, if found return only device name.
2022-08-16 11:02:36 +01:00
marauder2k7
4006615723
OpenAL Initialization
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-Device capabilities left until a device is actually selected and is loading
-ALDEVICEINFO possibly no longer needed.
-aldlist possibly no longer required as well.
2022-08-16 08:33:26 +01:00
marauder2k7
d02f5da414
OpenAL enumeration fix
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Openal enumeration after default device loading.
2022-08-14 10:36:02 +01:00
Robert MacGregor
2a865d387a
* BugFix: When loading sound assets, don't resolve the absolute path.
2022-06-16 18:46:25 -04:00
Robert MacGregor
d0f4084fcb
* BugFix: When searching for OpenAL on Linux, search for both libopenal.so.1 and libopenal.so.
2022-05-31 21:26:56 -04:00
AzaezelX
ff0e418132
fix sDefaultAmbience intialization.
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we don't want to spool that up before the SFX subsystem has kicked in
2022-05-16 19:22:25 -05:00
JeffR
15ef8b4fbe
Cleaned up implementation of #712
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Also updates other game classes like the shapebase to utilize the sound asset hooks properly.
2022-01-03 20:57:10 -06:00
Robert MacGregor
4dea3810b9
* [SFXDescription] BugFix: Correct a data corruption issue in converting legacy channel values.
2021-11-24 13:46:18 -05:00
Robert MacGregor
72b31f6f6b
* BugFix: Correct a crash caused by sfxProfile due to returning an address to a temporary value in getSoundFileName.
2021-10-26 12:48:28 -04:00
AzaezelX
670b246a2a
sound asset conversions - playlist (as a point of significance, that no longer uses mSlots.mTrack[ i ] on the backend. just th equivalent of mTrack[i]. While the former was certainly useful for clustering, it's actively fighting standarization)
2021-10-14 22:33:13 -05:00
AzaezelX
9ab5f61c39
sound asset conversions - ambience
2021-10-14 22:31:00 -05:00
Robert MacGregor
6a94946e5b
* BugFix: Fallback to ALC_ENUMERATION_EXT if ALC_ENUMERATE_ALL_EXT is not available.
2021-10-02 22:29:34 -04:00
Robert MacGregor
43630c31c2
* BugFix: Tweaks to the ALC device listing logic to be more consistent with the AL API.
2021-10-02 22:24:11 -04:00
Robert MacGregor
5e88ab2570
* BugFix: Fix AL device listing so that functions like sfxGetAvailableDevices return the actual devices on the system.
2021-10-02 16:31:43 -04:00
Jeff Hutchinson
41bd5ef6b6
remove FMODex from Torque3D
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The current version of FMod in Torque3D uses the legacy ex plugin, which hasn't been around for a long time.
2021-09-11 16:29:32 -04:00
Areloch
6487e2eede
Merge pull request #495 from JeffProgrammer/tsneo
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TorqueScript Interpreter 2.0
2021-09-09 19:22:15 -05:00
Areloch
0ca66b99db
Added fix so if a looping sound is preview-playing in the AB and you edit the properties, it doesn't try to reload the asset while it's playing, causing a crash
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Added console method for looking up a soundAsset by filename
Added initial pass of project importer for sound assets content
2021-09-05 03:43:41 -05:00
Jeff Hutchinson
17231ca9fb
Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
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# Conflicts:
# Engine/source/platform/types.visualc.h
# Templates/BaseGame/game/tools/assetBrowser/scripts/assetBrowser.tscript
# Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/terrain.tscript
# Templates/BaseGame/game/tools/gui/editorSettingsWindow.ed.tscript
# Templates/BaseGame/game/tools/gui/scriptEditorDlg.ed.gui
2021-09-01 22:26:23 -04:00
Jeff Hutchinson
633bc040d0
Update thread ids for 64bit support.
2021-08-29 20:34:57 -04:00
Jeff Hutchinson
ada1c5a021
Merge branch 'Preview4_0_DevHead' into tsneo
2021-08-16 22:50:02 -04:00
Robert MacGregor
b84c959c36
* [OpenAL, Linux] BugFix: Change the OpenAL library loaded on Linux systems to allow it to work without development packages installed for some Linux distros.
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* [OpenAL, Linux] Adjustment: Change the dlopen loading procedure for OpenAL to not perform lazy binding of symbols.
2021-08-14 14:40:20 -04:00
Jeff Hutchinson
717c7acca9
Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
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# Conflicts:
# Templates/BaseGame/game/data/ui/guis/loadingGui.gui
# Templates/BaseGame/game/data/ui/guis/mainMenu.gui
# Templates/BaseGame/game/tools/MainEditor/guis/MainEditorWindow.gui
# Templates/BaseGame/game/tools/assetBrowser/guis/assetPreviewButtonsTemplate.gui
# Templates/BaseGame/game/tools/forestEditor/brushes.tscript
2021-08-13 20:14:39 -04:00
Areloch
52c83d19e1
Added shapeFile field to TSForestItemData convert setting
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Fixed modulePath not setting in some cases for project importer
Fixed not assigning drop and splash textures in precipitation
Fixed stringtable insert for sfxProfile
2021-07-28 12:01:17 -05:00
Areloch
5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
Jeff Hutchinson
35500a87c6
initial port of the new interpreter
2021-03-30 19:33:19 -04:00
Lukas Joergensen
8bede52d3b
Comment out unused Call Ins for setting SFXSource transform
2020-11-15 21:30:45 +01:00
Lukas Joergensen
84960633b3
Fix typo in reverbModDepth field name
2020-11-15 21:30:45 +01:00