sound support functions : ------------------------- Checked/changed functions: (copied from lsdldoom) s_sound.c s_sound.h sounds.c sounds.h l_sound_sdl.c l_sound_sdl.h (from lsdldoom i_sound.h) Non-sound related Changed functions, from lsdldoom (may introduce errors/crash) w_wad.c : W_CacheLumpNum to test : use Z_Malloc instead of Z_Calloc s_sound.c : S_Init() (channel_t *) Z_Malloc(numChannels*sizeof(channel_t), PU_STATIC, 0); SDLMixer use : --------------------------------------------- Mix_Pause I_StartSound - l_sound_sdl.c I_InitSound - l_sound_sdl.c Mix_Resume I_StartSound - l_sound_sdl.c Mix_PlayChannel * (done - PlaySampleAtChannel) I_StartSound - l_sound_sdl.c Mix_Playing * (done - IsPlayingAtChannel) I_StartSound - l_sound_sdl.c I_SoundIsPlaying - l_sound_sdl.c Mix_HaltChannel * (done - StopSampleAtChannel) I_StartSound - l_sound_sdl.c I_StopSound - l_sound_sdl.c Mix_VolumeChunk * later (volume; Per-sample volume, 0-128 ) TBD done integrated at Mix_PlayChannel... I_StartSound - l_sound_sdl.c Mix_SetPanning * later I_StartSound - l_sound_sdl.c Mix_OpenAudio I_InitSound - l_sound_sdl.c Mix_QuickLoad_RAW * I_InitSound - l_sound_sdl.c Mix_AllocateChannels I_SetChannels - l_sound_sdl.c TBD: --- Strafe using right analog stick fixing NTSC sound Support for OGG/MOD playing during gameplay Support for ADPCM streaming during gameplay