Now that we no longer have a buffer border, we can render directly to
the video memory if the output surface is 8-bit and double buffering is
enabled.
Also adds a flag to force this even when double buffering is disabled,
because some systems emulate 8-bit mode with something else, so the
output is always buffered.
This required a tweak to the cursor to make sure that we clear it after
`SDL_Flip`.
This fixes a data race by deleting the sound exactly when it finishes
playing.
Previously, a data race could happen in
`CleanupFinishedDuplicateSounds`, where the sound would be destroyed
while Aulib was reading from its buffer.
`std::make_unique<T[]>(size)` always zero-initalizes the array.
C++20 has `std::make_unique_for_overwrite` to avoid that, while
older C++ versions can use the approach applied here.
This option completely disables all audio handling, including audio
loading code and dependencies.
Dialog text length is estimated to be somewhere between
Cain and Griswold speed.
When playing the same sound twice with in a short duration then the
sound it self, the secound request would go unfulfilled. The solution is
to simply rewind the stream pointer before requesting a playback.
SDL_mixer can only stream a single music track
SDL_audiolib has unlimited streams.
With this change, we finally have streaming sounds (respecting
sfx_STREAM).
Audio options can now also be set via diablo.ini, which should help us
better diagnose the static noise issues.
Fix for Vita
Update to use free functions
Use std::optional to allow setting empty paths
Change header inclusion order
Co-authored-by: Gleb Mazovetskiy <glex.spb@gmail.com>
Use std::optional to allow setting empty paths
Apply clang-format
Temporary commit