[Slackbuilds-users] fmodapi access upstream

Doogster thedoogster at gmail.com
Tue Sep 6 04:13:14 UTC 2016


B Watson: If you don't have any issues with distributing the FMOD API
source, then you might consider treating the tarball as part of
gzdoom's source and just untarring the fmod tarball into gzdoom's
source directory before building gzdoom. That will ensure that gzdoom
is built with the latest version of FMOD that it was tested with.

There's a comment about that build method here:

https://github.com/coelckers/gzdoom/blob/master/src/CMakeLists.txt#L42

On Mon, Sep 5, 2016 at 8:14 PM, B Watson <yalhcru at gmail.com> wrote:
> On 9/5/16, Doogster <thedoogster at gmail.com> wrote:
>>
>> What the Brutal DOOM documentation says about this is: "If you are
>> hearing a lot of sounds from unknown sources from large distances,
>> such as blood driping from hanged bodies and burning barrels making
>> cracking fire noises across the map, you need to reinstall your
>> sourceport."
>
> Interesting... I only ever play regular Doom II (with random maps made by
> oblige) and I never notice this behaviour. But, I'm not using headphones,
> and my speakers tend to be turned down pretty low.
>
>> I suspect that the fix would actually need to be in gzdoom, not Brutal
>> DOOM.
>
> Well, if it's a thing that only happens in Brutal Doom, not in plain
> Doom/DoomII or other mods...
>
> Weird that it's using fmodapi for digital audio. I would have thought
> fmod would only be for background music, and that the actual game sounds
> would be played by the game engine (using OpenAL or just SDL audio).
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