- Updated flibitEFX from latest flibit2D build.
- The underwater effect is now just a low-pass filter. Reverb == bleh.
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@@ -42,8 +42,7 @@ import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import java.nio.ShortBuffer;
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import com.flibitijibibo.flibitEFX.EFXEffectUnderwater;
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import com.flibitijibibo.flibitEFX.EFXFilterUnderwater;
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import com.flibitijibibo.flibitEFX.EFXFilterLowPass;
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import org.lwjgl.LWJGLException;
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import org.lwjgl.openal.AL;
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import org.lwjgl.openal.AL10;
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@@ -70,8 +69,7 @@ public final class LWJGLSoundImpl implements Sound {
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/** EFX Variables */
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private int currentEffectIndex;
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private int currentFilterIndex;
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private EFXEffectUnderwater underwaterEffect;
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private EFXFilterUnderwater underwaterFilter;
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private EFXFilterLowPass underwaterFilter;
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// singleton
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private LWJGLSoundImpl() {
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@@ -156,15 +154,13 @@ public final class LWJGLSoundImpl implements Sound {
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private void initOpenALExtensions()
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{
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Com.Printf("... using EFX effects:\n");
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underwaterEffect = new EFXEffectUnderwater();
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underwaterFilter = new EFXFilterUnderwater();
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underwaterFilter = new EFXFilterLowPass();
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}
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void exitOpenAL()
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{
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// Unload EFX Effects
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underwaterEffect.killEffect();
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underwaterFilter.killFilter();
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// Release the context and the device.
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@@ -266,7 +262,6 @@ public final class LWJGLSoundImpl implements Sound {
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// Detect EFX Conditions
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if ((GameBase.gi.pointcontents.pointcontents(origin)& Defines.MASK_WATER)!= 0) {
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currentEffectIndex = underwaterEffect.getIndex();
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currentFilterIndex = underwaterFilter.getIndex();
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}
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else {
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