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author | Travis Howell | 2008-02-19 00:36:47 +0000 |
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committer | Travis Howell | 2008-02-19 00:36:47 +0000 |
commit | aedc896b97af469def3395f76d6ebba3013f11c1 (patch) | |
tree | ce06475789003065b8be70f1dd54f2d13e91e040 | |
parent | a96c49a7938d94632e9ed2520a16f53f8e2827a4 (diff) | |
download | scummvm-rg350-aedc896b97af469def3395f76d6ebba3013f11c1.tar.gz scummvm-rg350-aedc896b97af469def3395f76d6ebba3013f11c1.tar.bz2 scummvm-rg350-aedc896b97af469def3395f76d6ebba3013f11c1.zip |
Add patch from Quietust - Update asserts and comments in sound code for Amiga SCUMM V2 games.
svn-id: r30908
-rw-r--r-- | engines/scumm/player_v2a.cpp | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/engines/scumm/player_v2a.cpp b/engines/scumm/player_v2a.cpp index 230b77e830..757b4a453f 100644 --- a/engines/scumm/player_v2a.cpp +++ b/engines/scumm/player_v2a.cpp @@ -891,7 +891,7 @@ private: }; // plays 4 looped waveforms -// some sort of laserbeam-like sound effect in Zak +// used in the white crystal chamber class V2A_Sound_Special_Zak70 : public V2A_Sound_Base<4> { public: V2A_Sound_Special_Zak70(uint16 offset, uint16 size, uint16 freq1, uint16 freq2, uint16 freq3, uint16 freq4, uint8 vol) : @@ -926,7 +926,7 @@ protected: }; // plays 4 looped waveforms and fades volume to zero after a specific delay -// some whooshing-type sound in Zak +// used when the Mindbender disappears class V2A_Sound_Special_Zak101 : public V2A_Sound_Special_Zak70 { public: V2A_Sound_Special_Zak101(uint16 offset, uint16 size, uint16 freq1, uint16 freq2, uint16 freq3, uint16 freq4, uint8 vol, uint16 dur) : @@ -954,7 +954,7 @@ private: }; // plays a single looped waveform and slowly fades volume to zero -// another whooshing-type noise in Zak +// used when refilling oxygen class V2A_Sound_Special_Zak37 : public V2A_Sound_Base<1> { public: V2A_Sound_Special_Zak37(uint16 offset, uint16 size, uint16 freq, uint8 vol) : @@ -1028,7 +1028,7 @@ private: }; // plays 4 looped waveforms, starting at specific frequencies and bending at different rates while fading volume to zero -// used for some weird sound effect +// used when the white crystal machine turns off class V2A_Sound_Special_Zak71 : public V2A_Sound_Base<4> { public: V2A_Sound_Special_Zak71(uint16 offset, uint16 size) : @@ -1087,7 +1087,7 @@ private: }; // plays a single looped waveform, bending the frequency upward at a varying rate -// used for the tram on Mars (?) +// used when the Skolarian device activates class V2A_Sound_Special_Zak99 : public V2A_Sound_Base<1> { public: V2A_Sound_Special_Zak99(uint16 offset, uint16 size, uint16 freq1, uint16 freq2, uint8 vol) : @@ -1131,7 +1131,7 @@ private: }; // plays one waveform, then switches to a different looped waveform and slowly fades volume to zero -// used for some odd sound effect +// used when depressurizing the hostel class V2A_Sound_Special_Zak54 : public V2A_Sound_Base<1> { public: V2A_Sound_Special_Zak54(uint16 offset1, uint16 size1, uint16 offset2, uint16 size2, uint16 freq) : @@ -1176,7 +1176,7 @@ private: }; // plays 2 looped waveforms at different frequencies, pulsing at different frequencies and ramping the volume up and down once -// probably used for some sort of alarm sound +// used when abducted at the Bermuda Triangle class V2A_Sound_Special_Zak110 : public V2A_Sound_Base<2> { public: V2A_Sound_Special_Zak110(uint16 offset1, uint16 size1, uint16 offset2, uint16 size2, uint16 freq1, uint16 freq2) : @@ -1253,7 +1253,7 @@ private: }; // plays a stereo siren, sweeping up and down quickly several times before sweeping up slowly, stopping, and then going silent -// probably used for some sort of alarm sound +// door orb sound in the Mars Face class V2A_Sound_Special_Zak32 : public V2A_Sound_Base<2> { public: V2A_Sound_Special_Zak32(uint16 offset1, uint16 offset2, uint16 size1, uint16 size2) : @@ -1367,7 +1367,7 @@ private: }; // plays a looped waveform, sweeping the frequency up while modulating it (alternating which channel updates) and fading volume out -// dunno what it's for +// used when teleporting out with the yellow crystal class V2A_Sound_Special_Zak61 : public V2A_Sound_Base<2> { public: V2A_Sound_Special_Zak61(uint16 offset, uint16 size) : @@ -1421,7 +1421,7 @@ private: }; // just like Zak61, but sweeps frequency in the other direction -// dunno what it's for +// used when teleporting in with the yellow crystal class V2A_Sound_Special_Zak62 : public V2A_Sound_Base<2> { public: V2A_Sound_Special_Zak62(uint16 offset, uint16 size) : @@ -1475,7 +1475,7 @@ private: }; // plays a series of double-looped sounds at varying frequencies and delays, very specialized -// sounds like some sort of creature growl/scream +// Guardian of the Sphinx, perhaps? class V2A_Sound_Special_Zak82 : public V2A_Sound_Base<4> { public: V2A_Sound_Special_Zak82(uint16 offset, uint16 size) : @@ -1497,7 +1497,7 @@ public: int size = 2000; int offset = _offset; - assert(offset + size < _offset + _size); + assert(offset + size <= _offset + _size); char *tmp_data = (char *)malloc(size); memcpy(tmp_data, _data + offset, size); _mod->startChannel(_id | 0x000, tmp_data, size, BASE_FREQUENCY / 0x0479, 0xFF, 0, size); @@ -1528,7 +1528,7 @@ public: case 1: size = 6300; offset += 0x07D0; - assert(offset + size <_offset + _size); + assert(offset + size <= _offset + _size); tmp_data1 = (char *)malloc(size); memcpy(tmp_data1, _data + offset, size); _mod->startChannel(_id | 0x000, tmp_data1, size, BASE_FREQUENCY / 0x0479, 0x7F, 0, size, -127); @@ -1538,7 +1538,7 @@ public: case 2: size = 6292; offset += 0x206C; - assert(offset + size < _offset + _size); + assert(offset + size <= _offset + _size); tmp_data1 = (char *)malloc(size); memcpy(tmp_data1, _data + offset, size); _mod->startChannel(_id | 0x200, tmp_data1, size, BASE_FREQUENCY / 0x0384, 0x7F, 0, size, 127); @@ -1548,7 +1548,7 @@ public: case 3: size = 6300; offset += 0x07D0; - assert(offset + size < _offset + _size); + assert(offset + size <= _offset + _size); tmp_data1 = (char *)malloc(size); tmp_data2 = (char *)malloc(size); memcpy(tmp_data1, _data + offset, size); @@ -1576,7 +1576,7 @@ private: }; // plays a "ding" (volume 0-max-0) followed by a sound sample, a pause, then loops again -// dunno what this is for +// Mars Tram about to depart class V2A_Sound_Special_Zak86 : public V2A_Sound_Base<1> { public: V2A_Sound_Special_Zak86(uint16 offset, uint16 size) : @@ -1593,7 +1593,7 @@ public: int size = 32; int offset = _offset + 0x2B8E; - assert(offset + size < _offset + _size); + assert(offset + size <= _offset + _size); char *tmp_data = (char *)malloc(size); memcpy(tmp_data, _data + offset, size); _mod->startChannel(_id | 0x000, tmp_data, size, BASE_FREQUENCY / 0x0096, 0, 0, size, 0); @@ -1619,7 +1619,7 @@ public: size = 0x2B8E; offset = _offset; - assert(offset + size < _offset + _size); + assert(offset + size <= _offset + _size); tmp_data = (char *)malloc(size); memcpy(tmp_data, _data + offset, size); _mod->startChannel(_id | 0x000, tmp_data, size, BASE_FREQUENCY / 0x0152, 0x3F); @@ -1629,7 +1629,7 @@ public: if (!--_volmod) { size = 32; offset = _offset + 0x2B8E; - assert(offset + size < _offset + _size); + assert(offset + size <= _offset + _size); tmp_data = (char *)malloc(size); memcpy(tmp_data, _data + offset, size); _mod->startChannel(_id | 0x000, tmp_data, size, BASE_FREQUENCY / 0x0096, 0, 0, size, 0); @@ -1651,7 +1651,7 @@ private: }; // modulates volume on 4 samples, frequency on only 2 of them -// some sort of droning machine, perhaps? +// Skolarian device pedestal activated without any parts class V2A_Sound_Special_Zak98 : public V2A_Sound_Base<4> { public: V2A_Sound_Special_Zak98(uint16 offset, uint16 size) : |