Commit graph

6 commits

Author SHA1 Message Date
Ziemas 07cc0ddc35
Initial Sound Implementation (#1325) 2022-05-19 16:54:36 -04:00
Ziemas 766b328c97
Overlord sound player (#1239)
* Accept player RPC commands in overlord

* Remove the .projectile file

I use emacs for everything so I don't want it to only look at the goal code.

* Fill out most of the unique player structs

* Decompile most of ssound.c

* Silence some spam

* Comment out WaitSema instance

* Add a file with definitions for snd_ functions

Makes it compile without commenting them out.

Maybe it'd be nice to maintain the original API usage in overlord for
similarity and shim them to whatever API the player uses.

* Make SoundBank statically sized again.

Didn't realise this was used in an array. MSVC should be happy again.

Not sure what the actual size of these should be.

* Fix logic issue

* Finish RPC Loader

* More RPC_Player

* Play RPC command

* All the RPC commands added

* Call Music/Bank loaders

* audio: add almost all `.MUS` and `.SBK` files to build process

* Include TWEAKVAL in build output

* Load banks and music tweaks

* Comment out spam

* Sound struct unk -> is music

* Also test if empty1.sbk was found

For the sake of tests.

* Get rid of PC_DEBUG_SOUND_ENABLE

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2022-03-22 18:53:36 -04:00
water111 8faded6400
[decompiler] bitfield support for sound-name (#582)
* fix 64-bit fields in 128-bit bitfields

* support sound-name

* fix merge

* support some more sound stuff in overlord
2021-06-12 12:55:38 -04:00
water111 19b8bb81c9
Add the STR RPC to overlord and game code (#134)
* work in progress streaming rpc, simple test is working

* actually add the test

* debug windows failure

* windows fix maybe

* windows 2

* use str-load-status

* update types
2020-11-22 12:59:55 -05:00
Tyler Wilding 9737dfad34 Add #pragma once to all headers
Resolves #19
2020-09-13 21:36:35 -04:00
water acf086a3d2 check in existing work 2020-08-22 22:30:12 -04:00