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Quakeworld, SDL Audio #7

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@wyatt8740 wyatt8740 commented Oct 2, 2023

I hesitated to add these SDL patches to master (or should I call it main now?) branch, since the original game used OSS for sound under Linux.

But they have a lot of utility and allow for cdemu to be used for CD music playback simultaneously (OSS quake takes full control over the sound card and doesn't allow for mixing with cdemu unless two sound cards are used).

Additionally, just today, nine years after I last messed with master branch, I got QuakeWorld to build. Had to add 24-bit color depth support to it, and work out a few more odd slight differences from the regular Quake codebase. But it seems to work now... will be trying to play QuakeWorld with a friend on Wednesday, so then we'll be able to see if it really works as well as I'm hoping.

I was able to make the QuakeWorld server and X11 client build; none of the others were made to work (sorry if you like vanilla GLQuake). But that's the main thing I wanted - software rendering - since ezquake is great for GLQuake players and looks pretty close to original.

Also i cluttered this up by converting all the files back to Unix newlines. Was driving me crazy seeing ^M all over my diffs. Sorry about that for any onlookers.

wyatt8740 and others added 11 commits January 6, 2014 11:55
… either a CD drive with analogue audio playback or CD drive emulator software like cdemu, but SFX no longer require OSS DMA for playback and Quake no longer inherently prevents other software from making sound while running)
Added support for 24-bit color depth (ripped out of WinQuake, which appears
to have a newer version of vid_x.c).

Also, added SDL audio code (almost directly translated from WinQuake/netquake code).
@wyatt8740 wyatt8740 closed this Oct 2, 2023
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sorry, meant to pull to my own master branch.

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