Commit Graph

16 Commits

Author SHA1 Message Date
332888f3b5 Switch mem allocation to custom memory block
No longer repeatedly invoke malloc for retrieving memory. Some operations still
leak memory (notably audio streaming). We introduce notion of Transient and
Permanent storage. Transient memory is used for data in memory that is
temporarily allocated (i.e. graphics for that frame's output), and permanent as
more like game state storage.

We now give out pointers from a pre-allocated block of memory, so we have no
allocation cost and benefits of reduced memory leaks. The transient block gets
reset every frame. Any memory allocated within is cleared at no cost simply by
rearranging the base pointer of the memory block.
2016-09-24 14:43:59 +10:00
da07ce3f75 Fix memory leak not freeing stb_decode ptr 2016-09-01 02:53:17 +10:00
4c38abc672 Integrate sfx audio into battle 2016-09-01 02:18:43 +10:00
5cccd3ebe8 Switch audio to hash table implementation 2016-08-31 19:59:56 +10:00
6ec92358b2 Add audiostate field and audio toggle ui button 2016-08-19 00:56:02 +10:00
b5db6e0e2b Add one-shot audio playback (i.e. buffer all data) 2016-08-04 00:32:13 +10:00
1900de6a92 Create event queue and start sorting entity list
Use event queue to decouple audio playback from the battle system. Switch
back to using begin and end attack within the entity update loop for
conciseness.
2016-08-03 23:20:03 +10:00
190822c1f6 Add entity attack audio cue 2016-07-28 22:17:32 +10:00
1427ee3fde Add draft audio change concept on mob proximity 2016-07-28 13:36:16 +10:00
ac775b39c2 Add error checking to Audio API 2016-07-28 13:11:30 +10:00
09972ced6e Add start/stop audio api, fix delete buffer bug
On intermittent stop of OpenAL playback deleting the buffers without
unqueuing the current buffers is an invalid operation, causing invalid
audio states on alGetSource().
2016-07-28 01:55:21 +10:00
630f2eaa5d Add audio looping, simplify audio API
Audio can be played with 1 call, audio_beginVorbisStream which
encapsulates the initialisation of the renderer and release on finish.
OpenAL is quoted to have a limitation of around 32 sources. Audio
renderers hence acquire a source slot on playback and immediately release
on finish. This ensures that sources are held optimally and minimises the
possibility of saturating the available sources.

Renderers hold an index to the source list, which the index reveals the
source ID for their use.
2016-07-27 22:50:14 +10:00
824d8fd8a0 Initial integration of audio to entity structure 2016-07-27 18:39:51 +10:00
54dd5c84fa Enumerate audio devices, add multi-audio rendering 2016-07-27 16:52:10 +10:00
9c3df0c488 Fix console rendering old strings, refactor audio
Removed duplication of audio buffering code in audio update and streaming
vorbis.
2016-07-27 01:40:22 +10:00
84a0f755ea Abstract audio playback into own file 2016-07-27 01:34:26 +10:00