Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312020-09-21T00:47:02ZTracker
Redmine Doomsday Engine - Bug #2431 (Resolved): Doomsday needs libfluidsynth1 but ubuntu 20.04 provides l...https://tracker.dengine.net/issues/24312020-09-21T00:47:02Zeunbolteunbolt@gmail.com
<p>Doomsday needs libfluidsynth1 but ubuntu 20.04 provides libfluidsynth2 only</p>
<p>dave@beast:/media/Downloads/Firefox$ sudo dpkg -i ./doomsday_2.3.0-build3486_amd64.deb <br />[sudo] password for dave: <br />Selecting previously unselected package doomsday.<br />(Reading database ... 384680 files and directories currently installed.)<br />Preparing to unpack .../doomsday_2.3.0-build3486_amd64.deb ...<br />Unpacking doomsday (2.3.0-build3486) ...<br />dpkg: dependency problems prevent configuration of doomsday:<br /> doomsday depends on libfluidsynth1; however:<br /> Package libfluidsynth1 is not installed.</p>
<p>dpkg: error processing package doomsday (--install):<br /> dependency problems - leaving unconfigured<br />Processing triggers for desktop-file-utils (0.24-1ubuntu3) ...<br />Processing triggers for gnome-menus (3.36.0-1ubuntu1) ...<br />Processing triggers for mime-support (3.64ubuntu1) ...<br />Processing triggers for hicolor-icon-theme (0.17-2) ...<br />Processing triggers for man-db (2.9.1-1) ...<br />Errors were encountered while processing:<br /> doomsday<br />dave@beast:/media/Downloads/Firefox$ apt search libfluidsynth1<br />Sorting... Done<br />Full Text Search... Done<br />dave@beast:/media/Downloads/Firefox$ apt search libfluidsynth<br />Sorting... Done<br />Full Text Search... Done<br />libfluidsynth-dev/focal 2.1.1-2 amd64<br /> Real-time MIDI software synthesizer (development files)</p>
<p>libfluidsynth2/focal,now 2.1.1-2 amd64 [installed,automatic]<br /> Real-time MIDI software synthesizer (runtime library)</p> Doomsday Engine - Feature #2391 (New): [SDL_mixer] Decode Ogg Vorbis manually and use custom loop...https://tracker.dengine.net/issues/23912019-12-31T11:04:41Zskyjake
<ul>
<li>Use <a href="https://github.com/nothings/stb/blob/master/stb_vorbis.c" class="external">stb_vorbis</a> to decode an Ogg Vorbis music file.</li>
<li>Parse the comments to find out if there are <code>LOOP_START</code> and <code>LOOP_END</code> markers.</li>
<li>Play back the decoded samples by streaming them via SDL_mixer's callbacks, in a background thread.</li>
<li>Note the loop points and change playback position accordingly.</li>
</ul> Doomsday Engine - Feature #2390 (New): [FMOD] Ogg Vorbis custom loop point tagshttps://tracker.dengine.net/issues/23902019-12-31T11:00:30Zskyjake
The FMOD music backend should:
<ul>
<li>Parse the OGG file to find out if there are <code>LOOP_START</code> and <code>LOOP_END</code> specified in the comment section.</li>
<li>Set the loop values with FMOD::Sound::setLoopPoints(), as PCM sample counts.</li>
</ul> Doomsday Engine - Feature #2304 (New): OGG/FLAC custom loop tagshttps://tracker.dengine.net/issues/23042018-12-13T10:08:38Zskyjake
<p>Support for custom loop tags enabling the playback of music files designed to be looped in a specific way.</p>
<p>See <a href="https://talk.dengine.net/discussion/comment/17240/#Comment_17240" class="external">forum post by MusicallyInspired</a>.</p> Doomsday Engine - Bug #2301 (New): Restart playing MIDI music using new soundfont after changing ...https://tracker.dengine.net/issues/23012018-12-11T21:13:42Zxe_sued
<p><strong>Windows 10 Pro x64 build 1803, Doomsday x64 for Windows unstable build 2897:</strong></p>
<p>I had to re-setup my external MIDI soundfont, which was due to recent reorganization of my Doomsday folder structure (<a class="external" href="https://talk.dengine.net/discussion/2636/build-2895-cannot-use-more-than-one-wad-addon-folder">https://talk.dengine.net/discussion/2636/build-2895-cannot-use-more-than-one-wad-addon-folder</a>) that also affected the location of my MIDI soundfont (SF2).</p>
<p>While Doomsday could not find my MIDI soundfont, the MIDI music output sounded broken, only distorted bits of drums and percussion could be heard. Updating the external MIDI soundfont setting for Doom and Heretic went without noticeable issues, but for Hexen I noticed the following:</p>
<ul>
<li>When browsing for an external soundfont, music playback is stopped (or paused?)</li>
<li>Selecting a soundfont the music playback restarts</li>
<li>Hexen continued to play the title music using the old obsolete setting, i.e. I still heard broken MIDI sound output like described above. Only after playback of the title music had ended and restarted from the beginning, the new soundfont setting was used resulting in normal MIDI audio output.</li>
</ul>
<p>I guess I noticed this issue only in Hexen, because to the duration of the Hexen title music lasts longer than the title music of Doom and Heretic.</p>
<p><strong>I suggest to adjust the setup logic for external MIDI soundfonts as follows:</strong></p>
<ul>
<li>Stop music output upon browsing for a soundfont</li>
<li>If the browsing dialog is closed with OK, re-initialize the MIDI output honoring the new settings, start playback (from the beginning?) of the current MIDI file</li>
<li>If the browsing dialog is closed with CANCEL, no re-initialization of the MIDI output is required, re-start playback (from the beginning?) of the current MIDI file</li>
</ul> Doomsday Engine - Feature #2053 (New): [HeXen DK] Automatically handle version 1.0 lack of SNDINFOhttps://tracker.dengine.net/issues/20532015-05-15T14:23:26Zvermil
<p>The initial version of HeXen DK (1.0) was released without a SNDINFO lump, which leads to no music while playing except CD Audio.</p>
<p>A patch was released that corrected this (1.1); all it did was add a SNDINFO lump (it made no other changes at all).</p>
<p>However, this patch, naturally, requires Dos or Dosbox to install. It was never incorporated into any release of the game to my knowledge; all commercial releases to this day have been and are 1.0 (i.e Steam has Ultimate Doom, Heretic SOTR etc, but seemingly HeXen DK 1.0 if the Steam forum comments are accurate).</p>
<p>Thus, I was wondering, if it might be beneficial to users if Dday could somehow automatically imitate this patch when a user runs 1.0 on Dday? Given that what the patch does is extremely specific (i.e it doesn't alter maps, graphics etc).</p> Doomsday Engine - Bug #1817 (Feedback): Premap infine and preplaying music oversighthttps://tracker.dengine.net/issues/18172014-05-30T12:03:56Zvermil
<p>In Dday 1.8.6, Dday would accidently start the level music twice if there was pre-map infine; when the pre-map infine starts and finishes.</p>
<p>In modern Dday, this bug has been fixed, but now the currently playing music continues to play (be it the title music, the intermission music or music from another level if that was the last music track playing). This comes across as an oversight in itself.</p>
<p>I would like to suggest that preamp infine silence all music when it starts? Maybe with an exception if the infine calls the exact same music track that was playing, right at the start of the script? But that might be silly.</p> Doomsday Engine - Feature #1460 (New): Remember the playing music in save gamehttps://tracker.dengine.net/issues/14602008-02-19T00:49:12Zvermil
<p>Is it possible to allow save games to remember the actual music track being played?</p>
<p>Currently, if you change the music mid-level through XG, the music defaults back to the level's original track if you load a save game after the music has changed.</p>
<p>Certainly, I could envisage that this one might be a little harder than it sounds because the save game code would have to also distinguish between XG music changes and things like the music cheat code.</p> Doomsday Engine - Feature #1324 (New): XG music lineshttps://tracker.dengine.net/issues/13242004-01-29T21:34:52Zresurrectionresurrection@users.sourceforge.net
<p>The posibillity for xg lines to turn back to the original <br />music after changing without the use of chains to loop <br />the original music.</p>
<p><strong>Labels:</strong> XG</p>