Documented -DREGULAR_EDITION
Disabled the sound printfs for now.
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parent
47dfa780d5
commit
ea23e5a1bb
5 changed files with 37 additions and 27 deletions
43
src/openal.c
43
src/openal.c
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@ -413,11 +413,15 @@ int PlatPlaySound(int activeIndex)
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alSourcePlay (ActiveSounds[activeIndex].ds3DBufferP);
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if (ActiveSounds[activeIndex].loop) {
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/*
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printf("Playing sound %i %s looping in slot %i\n",
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si, GameSounds[si].wavName, activeIndex);
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*/
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} else {
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/*
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printf("Playing sound %i %s once in slot %i\n",
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si, GameSounds[si].wavName, activeIndex);
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*/
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}
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}
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@ -426,7 +430,7 @@ int PlatPlaySound(int activeIndex)
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void PlatStopSound(int activeIndex)
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{
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printf("PlatStopSound(%d)\n", activeIndex);
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/* printf("PlatStopSound(%d)\n", activeIndex); */
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// if (ActiveSounds[activeIndex].paused)
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// alSourcePause (ActiveSounds[activeIndex].ds3DBufferP);
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@ -490,18 +494,18 @@ int PlatChangeSoundPitch(int activeIndex, int pitch)
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}
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ActiveSounds[activeIndex].pitch = pitch;
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/*
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printf("NEWFREQ PlatChangeSoundPitch(%d, %d) = %f\n", activeIndex, pitch, (double)frequency / (double)GameSounds[ActiveSounds[activeIndex].soundIndex].dsFrequency);
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*/
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return 1;
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}
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int PlatSoundHasStopped(int activeIndex)
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{
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ALint val;
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/*
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printf("PlatSoundHasStopped(%d)\n", activeIndex);
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*/
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alGetSourceiv (ActiveSounds[activeIndex].ds3DBufferP,
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AL_SOURCE_STATE, &val);
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@ -577,9 +581,9 @@ int PlatDo3dSound(int activeIndex)
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newVolume = VOLUME_MAX;
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if (newVolume < VOLUME_MIN)
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newVolume = VOLUME_MIN;
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/*
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printf("PlatDo3dSound: idx = %d, volume = %d, distance = %d\n", activeIndex, newVolume, distance);
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*/
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if (PlatChangeSoundVolume (activeIndex, newVolume) == SOUND_PLATFORMERROR) {
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return SOUND_PLATFORMERROR;
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}
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@ -595,8 +599,9 @@ int PlatDo3dSound(int activeIndex)
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ActiveSounds[activeIndex].PropSetP_pos[2] = (ALfloat)relativePosn.vz / (ALfloat)distance;
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alSourcefv (ActiveSounds[activeIndex].ds3DBufferP, AL_POSITION, ActiveSounds[activeIndex].PropSetP_pos);
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/*
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printf("Sound : (%f, %f, %f) [%d] [%d,%d]\n", ActiveSounds[activeIndex].PropSetP_pos[0], ActiveSounds[activeIndex].PropSetP_pos[1], ActiveSounds[activeIndex].PropSetP_pos[2], activeIndex, ActiveSounds[activeIndex].threedeedata.inner_range, ActiveSounds[activeIndex].threedeedata.outer_range);
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*/
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ActiveSounds[activeIndex].PropSetP_vel[0] =
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ActiveSounds[activeIndex].threedeedata.velocity.vx;
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ActiveSounds[activeIndex].PropSetP_vel[1] =
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@ -652,9 +657,9 @@ void PlatUpdatePlayer()
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pos[1] = Global_VDB_Ptr->VDB_World.vy; // 10000.0;
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pos[2] = Global_VDB_Ptr->VDB_World.vz; // 10000.0;
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/*
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printf("Player: (%f, %f, %f) (%f, %f, %f %f, %f, %f)\n", pos[0], pos[1], pos[2], or[0], or[1], or[2], or[3], or[4], or[5]);
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*/
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// fixme: add reverb check
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alListenerfv (AL_ORIENTATION, or);
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// alListenerfv (AL_VELOCITY, vel);
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@ -728,7 +733,7 @@ void UpdateSoundFrequencies()
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extern int TimeScale;
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int i;
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printf("FREQ UpdateSoundFreqncies()\n");
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/* printf("FREQ UpdateSoundFreqncies()\n"); */
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if (!SoundSwitchedOn)
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return;
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@ -738,10 +743,10 @@ void UpdateSoundFrequencies()
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if (gameIndex == SID_NOSOUND)
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continue;
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/*
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if (TimeScale != ONE_FIXED)
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printf("NEWFREQ UpdateSoundFreqncies %d, f = %d\n", i, MUL_FIXED(GameSounds[gameIndex].dsFrequency,TimeScale));
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*/
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/* TODO: huh? */
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if (ActiveSounds[i].pitch != GameSounds[gameIndex].pitch)
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PlatChangeSoundPitch(i,ActiveSounds[i].pitch);
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@ -758,9 +763,9 @@ int LoadWavFile(int soundNum, char * wavFileName)
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ALsizei size, freq, bits;
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ALenum format;
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ALvoid *data;
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/*
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printf("LoadWavFile(%d, %s) - sound\n", soundNum, wavFileName);
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*/
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alutLoadWAV (wavFileName, &data, &format, &size, &bits, &freq);
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alGenBuffers (1, &(GameSounds[soundNum].dsBufferP));
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alBufferData (GameSounds[soundNum].dsBufferP, format, data, size, freq);
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@ -797,15 +802,15 @@ unsigned char *ExtractWavFile(int soundIndex, unsigned char *bufferPtr)
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ALuint rsize;
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int slen;
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printf("ExtractWavFile(%d, %p)\n", soundIndex, bufferPtr);
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/* printf("ExtractWavFile(%d, %p)\n", soundIndex, bufferPtr); */
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slen = strlen (bufferPtr) + 1;
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GameSounds[soundIndex].wavName = (char *)AllocateMem (slen);
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strcpy (GameSounds[soundIndex].wavName, bufferPtr);
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bufferPtr += slen;
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/*
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printf("Loaded %s\n", GameSounds[soundIndex].wavName);
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*/
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#if 1 /* TODO: replace with own routine later */
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if (acLoadWAV (bufferPtr, &rsize, &udata, &rfmt,
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&rchan, &rfreq) == NULL) {
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@ -866,7 +871,7 @@ int LoadWavFromFastFile(int soundNum, char * wavFileName)
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unsigned char *buf;
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unsigned int len = 0;
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printf("LoadWavFromFastFile(%d, %s)\n", soundNum, wavFileName);
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/* printf("LoadWavFromFastFile(%d, %s)\n", soundNum, wavFileName); */
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if ((fp = ffopen (wavFileName, "rb")) != NULL) {
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ffseek (fp, 0, SEEK_END);
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