[REL/FINAL] GZDoom-GPL 2.4 - now with software renderer

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.

Re: [REL/FINAL] GZDoom-GPL 2.4 - now with software renderer

Postby Gez » Sun Mar 26, 2017 6:29 am

There are other software that support (at least some of) these tags, as noted there. Might be worth more investigation to see how they implemented it.

LOOP_BIDI could be implemented by "compositing" the sound with its reverse, and looping the result.
Gez
 
Joined: 06 Jul 2007

Re: [REL/FINAL] GZDoom-GPL 2.4 - now with software renderer

Postby Graf Zahl » Sun Mar 26, 2017 7:40 am

Gez wrote:The thing would be to just cut the MUSLIB code out in a branch, chainsaw-fix any compile error that arise (code doesn't need to be functional at that point, the point is just to make sure there's no remaining references to MUSLIB functions, structures, or constants), switch the license, then start restoring functionality by using GPL code from somewhere else. Once the OPL emulation works again, the branch can be merged.


There's a small problem here: MUSLIB is used as the mediator between the high level code and the OPL cores. The high level code expects MUSLIB to be there so the functionality has to be very carefully transitioned to new code. You can't just rip everything out and rebuild it, you have to replace it piece by piece to make it work. Otherwise you run into so many walls that the end result would most likely be broken.
It would be easier if you just could dump a MIDI file player in there but with ZDoom supporting 5 different MIDI file formats and some native OPL formats this is going to be tricky.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: [REL/FINAL] GZDoom-GPL 2.4 - now with software renderer

Postby Rachael » Sun Mar 26, 2017 8:24 am

Graf Zahl wrote:On the audio front there's actually two problems left to solve: Implement loop tags for music and replace the Muslib code. The problem with Muslib is a bit annoying: There is enough code out there but it's all strict GPL, meaning that it cannot be used in a gradual refactoring without some of the zealots crying foul.

I actually don't see a huge problem with this. Nash's GZDoom-GPL can be used as a base for that, and it seems to be generally accepted for what it is. Once you're ready - drop the code in and run.
User avatar
Rachael
 
Joined: 13 Jan 2004

Re: [REL/FINAL] GZDoom-GPL 2.4 - now with software renderer

Postby Nash » Mon Apr 17, 2017 12:13 am

As was foretold 2 years ago...

Nash wrote:Notes: once GZDoom officially goes GPL, this fork will be obsolete and will be removed.


and with that, this project can be graveyarded. :D

GZDoom goes GPL announcement: viewtopic.php?f=49&t=56021
User avatar
Nash
Nash Muhandes [Audio Engineer | Game Designer | Scripting]
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia

Previous

Return to Abandoned/Dead Projects

Who is online

Users browsing this forum: Google [Bot] and 2 guests