ZDoom with OpenAL

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Re: ZDoom with OpenAL

Postby Chris » Tue Oct 07, 2008 6:19 am

I once had an idea to make a Metroid Prime-ish TC for ZDoom.. would've been interesting to have the Super Metroid SPCs for music. Never got farther than a bare starting room, though.
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Re: ZDoom with OpenAL

Postby Cutmanmike » Tue Oct 07, 2008 7:00 am

Chris wrote:I once had an idea to make a Metroid Prime-ish TC for ZDoom.. would've been interesting to have the Super Metroid SPCs for music. Never got farther than a bare starting room, though.


Honestly, I think everyone has ;)
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Re: ZDoom with OpenAL

Postby sniperchance » Tue Oct 07, 2008 7:31 am

Except I wanted to make one for Half-Life 1.
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Re: ZDoom with OpenAL

Postby Chris » Tue Oct 07, 2008 3:14 pm

Back on topic, here's a small update. This mainly just fixes up the sound option menus so that FMOD-related options and OpenAL-related options are kept seperate, and adds a snd_backend cvar to be able to select OpenAL with. Haven't been able to test against r1257 (due to this bug), but it worked fine in r1256.
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Re: ZDoom with OpenAL

Postby AFADoomer » Tue Oct 07, 2008 4:41 pm

Will ADLIB music files still play with this modification?
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Re: ZDoom with OpenAL

Postby Graf Zahl » Tue Oct 07, 2008 5:05 pm

That depends. The OPL player does work with this but if OpenAL is used to move to GPL that piece of code has to go because it comes with a (GPL incompatible) no profit clause.
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Re: ZDoom with OpenAL

Postby AFADoomer » Tue Oct 07, 2008 7:43 pm

Graf Zahl wrote:That depends. The OPL player does work with this but if OpenAL is used to move to GPL that piece of code has to go because it comes with a (GPL incompatible) no profit clause.

That's what I thought... Thanks...
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Re: ZDoom with OpenAL

Postby DoomRater » Tue Oct 07, 2008 8:47 pm

I will make much greater use of SPCs in the future. I already had one mod where I used a Final Fight one (and a later version using a Dragon the Bruce Lee Story SPC)
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Re: ZDoom with OpenAL

Postby sniperchance » Tue Oct 07, 2008 9:02 pm

I just remembered that Mac OS X comes with OpenAL. I may just test this out with the ZDoom OS X builds that I've been working on, if I have the time.
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Re: ZDoom with OpenAL

Postby hnsolo77 » Tue Oct 07, 2008 9:11 pm

Cutmanmike wrote:
Chris wrote:I once had an idea to make a Metroid Prime-ish TC for ZDoom.. would've been interesting to have the Super Metroid SPCs for music. Never got farther than a bare starting room, though.


Honestly, I think everyone has ;)

guilty as charged, and i still have not given up, currently trying to make missile and super missile expansions that work, energy tanks are working properly after blundering around with my ineptitude with ACS
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Re: ZDoom with OpenAL

Postby Chris » Fri Oct 10, 2008 2:00 pm

Here's an update to oalsound.cpp. This makes audio streams take from the pool of sources in the renderer instead of allocating their own (helpful in case snd_channels preallocates all available sources). Also fixes StartSound[3D] to be more resistant to problems when attempting to "steal" sources. Just replace the oalsound.cpp from the previous patch with this one.

About MP3 playback, I found this lib: MAD. It says it's GPL, even though its used by LGPL libs/apps (eg. gstreamer). I also don't know what the situation would be if it's used to help make (G)ZDoom become GPL, even if it's not yet (how's that for irony; a lib being GPL preventing an app from becoming GPL :P), or if it's not a required dependancy.. ie. ZDoom would still run fine without the lib; just without MP3 support.

Assuming that's not a feasible option, what other cross-platform external mpeg audio decoder libs are there?
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Re: ZDoom with OpenAL

Postby bagheadspidey » Fri Oct 10, 2008 2:15 pm

ffmpeg (aka libavcodec) uses lame... is lgpl stuff out of the question?
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Re: ZDoom with OpenAL

Postby Chris » Fri Oct 10, 2008 2:29 pm

bagheadspidey wrote:ffmpeg (aka libavcodec) uses lame... is lgpl stuff out of the question?

FFmpeg is unfortunately out of the question (it's too much of a pain for Windows, apparently). LGPL stuff in general is fine though, as long as it dynamicly links and it doesn't have to be modified.
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Re: ZDoom with OpenAL

Postby bagheadspidey » Fri Oct 10, 2008 2:42 pm

I meant to suggest lame, not ffmpeg (it seems like you've got the rest of the stuff ffmpeg would handle covered).
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Re: ZDoom with OpenAL

Postby Chris » Fri Oct 10, 2008 2:55 pm

bagheadspidey wrote:I meant to suggest lame, not ffmpeg (it seems like you've got the rest of the stuff ffmpeg would handle covered).

Actually, no. FFmpeg could handle quite a few formats (including AC3/AAC, speex, and several more; not to mention it could use DShow on Windows, IIRC). Though I'd like to think I've covered the majority of what ZDoom wads would use (sans MP3).

As for LAME, it seems to only be an encoder.. not sure how that would help here. According to MAD's page, MPlayer (which is where FFmpeg comes from) uses libMAD.
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