Adds reverb functionality to sound system
TODO: Make a proper sfxMixer api that will route voices to channels that have the effects slots added to them. this is just a place holder for a more complete implementation
DSound has since been deprecated and xaudio2 would require us to write our own 3d spatialization and mixer
Load devices the same way we load in the gfx end
setup sfx provider
run sfx devices on startup
various fixes around sfx null device
added the bitrate and samplerate globals
added the hrtf global code is in to use this but not setup yet
Adds speed of sound to the sound system
SFXAmbience now has a property for speed of sound for different mediums, can also be set directly
now openal and sdl are embedded in the app bundle along with their symlink alternatives
clear out the openal framework and use the embedded dll instead
archiving works and will produce a notarized app if you provide the correct information and enable hardening.
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.
-Device capabilities left until a device is actually selected and is loading
-ALDEVICEINFO possibly no longer needed.
-aldlist possibly no longer required as well.
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
Takes the makeFullPath in findTSShapeConstructor and turn it into a string before passing it along to the Filename to make stricter compilers happy
Removed some referenced to fields that don't exist in the current build
Removed unneeded ASM language activation for the cmake files
Adjustments to material map assembling macros to better comply to stricter compilers
Ground work, this commit enables reverb zones and opens the slots for
other effects to be added later. Tested using the full template. Build
your openal dll and your full.exe use one of the environment presets and
it will work
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,