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 - Bug #2056 (New): Moving platforms sound origin incorrecthttps://tracker.dengine.net/issues/20562015-05-16T10:47:18Zvermil
<p>In HeXen and Heretic (I haven't tested Doom), the sound origin for moving platforms appears to be incorrect, or it doesn't appear to move with the platform at least.</p> Doomsday Engine - Feature #2015 (Progressed): Remove server-side audio systemhttps://tracker.dengine.net/issues/20152015-04-22T05:37:52Zdanijdanij@dengine.net
<p>Servers do not need to playback audio. On server-side all audio can be boiled down to much more concise "remote event scheduler". As such, there is no need for a audio system because remote event scheduling can and should be generalized for any purpose.</p> Doomsday Engine - Feature #1979 (Feedback): Additional sound formatshttps://tracker.dengine.net/issues/19792015-02-13T23:46:20Zvermil
<p>Pretty much what the subject states; Dday allows the use of many music formats beyond what the original games allowed.</p>
<p>But sound effects must still be wav (and only mono, to link to an existing RFE for stereo sound support).</p> Doomsday Engine - Bug #1816 (New): First sound played at map start up erroneously doesn't playhttps://tracker.dengine.net/issues/18162014-05-30T11:58:26Zvermil
<p>The first sound Dday tries to play at map start up (i.e for instance a monster sees the player immediately on map start) isn't played.</p>
<p>According to the log, Doomsday declares there are no sound channels available.</p>
<p>If Dday has to play more than one sound at map start up, all beyond the first appear to play.</p> Doomsday Engine - Bug #1744 (New): [Heretic] Waterfall sounds switch from left to right (centered...https://tracker.dengine.net/issues/17442014-04-08T22:00:17Zvermil
<p>In Dday, at the start of E3M8, the waterfall sounds switch from left to right, albeit consistently, rather than sounding centred like they do in Vanilla Heretic.</p>
<p>This suggests a scheduling bug.</p> Doomsday Engine - Bug #1734 (Progressed): Games' Help InFine scripts have no soundshttps://tracker.dengine.net/issues/17342014-03-11T12:42:27Zvermil
<p>Pretty much what the subject states; the help infine in all games lacks the sound effects played when moving between pages in the original games.</p>
<p>I have attached copies of all the games help infine that include these sounds.</p>
<p>Also, I've corrected the Doom1, Doom2 and Chex Quest’s help infine's to remove the erroneously displayed CREDIT graphic in Ultimate Doom, Doom2 and Chex Quest. The original games don't display this screen in their help rotation.</p>
<p>I don't have a registered Doom.wad (well, my current computer doesn't have a floppy disk drive to use my old disks with) to view what the original 3 episode version of Doom1 displays in its help rotation, thus I have left the CREDIT screen in that games help rotation. Though admittedly Chex Quest implies that it probably doesn't.</p>
<p>HacX in Dday hasn't got its own finales ded, to explain why there isn't one attached below.</p> Doomsday Engine - Bug #566 (Progressed): [Resampler] Low quality sound samples play distortedhttps://tracker.dengine.net/issues/5662008-11-06T21:14:42Zvermil
<p>I know this is technically not a bug because sounds of such quality are not officially supported by Dday...</p>
<p>Dday can also not convert Wolf-quality sound effects (approx 6-7 kHz) to either 22 kHz or 44 kHz. If you set your sound quality to either of these, you just get distortion when Dday tries to play them.</p>
<p><strong>Labels:</strong> Data</p> Doomsday Engine - Feature #1373 (New): Improved ambient soundshttps://tracker.dengine.net/issues/13732005-03-24T22:27:47Zjimigreyjimigrey@users.sourceforge.net
<p>Just like particles can have presimulation, ambient<br />sounds should have that too. Or they should start<br />playing immediately after level startup. Now they just<br />wait for the min/max intervals to launch them.</p>
<p>Pitch/Volume variations. It's just waste of space to<br />make them with a wav editor program. I know this can be<br />done with the Link definitions in the sound<br />definitions. I think it would be better, if it could be<br />done in the sector type definition.</p>
<p>Sound radius. It's just stupid that the small computer<br />makes so loud sounds, you can hear them miles away...<br />Then the sound can be loud, but you can be only hear<br />it, when your close enough to the sound source. Within<br />the radius the sound is at the max volume and outside<br />the radius it smoothly gets silent.</p>
<p>To make one sound even more different than the original<br />sound without changing it with a wav editor,<br />LFO/Modulation! The modulation could be done like the<br />other sector functions, or just some predefined<br />waveforms, like sine, tri, square... Whatever way it's<br />done, users should be able to define the modulation<br />rate(and to make it even more freakier, the rate could<br />be modulated too!).</p>
<p>If the pitch is modulated/changed, it might be hard to<br />know how long the sound is.. and that would bring some<br />trouble into looping sounds. Instead of using the<br />min/max intervals to specify the loop lenght or the<br />sf_repeat sound flag, there could be some flag in the<br />sector type that makes the sound looping.</p>
<p><strong>Labels:</strong> Sound</p> Doomsday Engine - Feature #1266 (New): Sound decorationshttps://tracker.dengine.net/issues/12662003-08-16T10:02:18Zskyjake
<p>A sound that comes from a texture or flat. Sound should <br />have a range/radius, otherwise it would turn out to be <br />disastrous cacophony if there are many sound <br />textures/flats.</p>
<p><strong>Labels:</strong> Sound</p>