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InsideQC Forums • View topic - FMod for Quake1 CD Playback(MP3)

FMod for Quake1 CD Playback(MP3)

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FMod for Quake1 CD Playback(MP3)

Postby Rikku2000 » Mon May 28, 2012 6:04 pm

I am sorry for my English...
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Re: FMod for Quake1 CD Playback(MP3)

Postby frag.machine » Tue May 29, 2012 12:02 am

Earlier versions of TomazQuake had FMOD support, but it was later ditched for legal reasons (incompatible licenses). Be aware of this if you consider a public release of your engine.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: FMod for Quake1 CD Playback(MP3)

Postby mh » Tue May 29, 2012 6:36 am

I believe with GPL 3 FMOD should be OK, but beware of this: http://www.fmod.org/index.php/sales/mp3/
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Re: FMod for Quake1 CD Playback(MP3)

Postby Baker » Mon Jun 04, 2012 2:51 am

If API cannot be copyrighted (Google vs. Oracle), I'm not sure headers that provide access to a DLL that aren't "GPL compatible" really matter in the legalese equation.

Headers that provide the bare necessities to use a DLL aren't really source code.

I am not a lawyer, and all that. Still, I find some interpretations of the GPL to be outlandish --- and not everyone's interpretation of the GPL matters, only the upstream of the source base you are using. 95% percent of GPL source code contributing people care about the spirit of the GPL, not uber fringe cases and most of those that care about uber fringe cases are not generally actual producers of GPL source code (ie. having an opinion of the GPL does not qualify one to have influence or say, it takes someone using your code to have a voice). Still if someone is like the one major VLC source code contributor and has an ultra-hardline opinion, that opinion better be heeded when it comes to using the VLC source code :D
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Re: FMod for Quake1 CD Playback(MP3)

Postby revelator » Mon Jun 04, 2012 3:28 am

tbh id ditch mp3 totally ogg has better compression sounds better many game companies prefer it allready and it can even be used as a video codec with theora :) theres also code out there to hook it up to openal for
eax and surround effects.
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Re: FMod for Quake1 CD Playback(MP3)

Postby frag.machine » Tue Jun 05, 2012 2:14 am

IMO the cool thing about FMOD was the easy to do built in effects (underwater distortion, echo, etc). I still haven't found a replacement for that.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: FMod for Quake1 CD Playback(MP3)

Postby leileilol » Tue Jun 05, 2012 3:16 pm

There's sound pitching in engoo so you could have Half-Lifeesque nearest neighbor'd slowmo pitch mixing.

I did once try to port ROTT's echo code to the mixing function (the same stuff that crashes the SBLives in Build games). I failed.

Other GPL'd sound postprocess code to check out is the modplug library in openmpt. Tracker yes, but it's hilariously feature-creeped for a sound library under the GPL and also in x86 asm, mostly written in 1997 for 486s originally for a netscape plugin (!). Maybe some of it could be adapted to Quake to make up for the lack of fmod novelties.
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