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author | Florian Kagerer | 2010-08-18 21:38:43 +0000 |
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committer | Florian Kagerer | 2010-08-18 21:38:43 +0000 |
commit | 29a5c6a45b90e64cf5d618da4cdcd6e6da3425fb (patch) | |
tree | 16a964ac2f849c71399028e3debaf0faef45b447 /engines/scumm/module.mk | |
parent | c04d3e46899194af3558f611af634dc7124ab7c2 (diff) | |
download | scummvm-rg350-29a5c6a45b90e64cf5d618da4cdcd6e6da3425fb.tar.gz scummvm-rg350-29a5c6a45b90e64cf5d618da4cdcd6e6da3425fb.tar.bz2 scummvm-rg350-29a5c6a45b90e64cf5d618da4cdcd6e6da3425fb.zip |
SCUMM/FM-TOWNS: start rewriting audio code
- Start rewriting audio code for FM-TOWNS versions of Loom, Indy3 and Monkey Island 1 using the recently added code in towns_audio.cpp (Zak should work the same way, but I can't test, since I don't own that one).
- All sound types (pcm, euphony and cd audio) now support volume and balance control (e.g. try walking into/out of the kitchen and opening/closing the door in the Scumm Bar in Monkey Island 1 or walking into/out of the circus tent).
- Pcm sounds now support proper loop start/end and note offsets (e.g. try out the hammer sound in the forge in LOOM for example).
- some other minor improvements
- The FM-Towns versions of Indy 4 and Monkey Island 2 are not affected. I don't have Monkey Island 2, but I presume that it will work like Indy 4. Adding support for these will be a separate task, since they work quite differently.
svn-id: r52198
Diffstat (limited to 'engines/scumm/module.mk')
-rw-r--r-- | engines/scumm/module.mk | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/scumm/module.mk b/engines/scumm/module.mk index e5f0745dd6..14d1f5fdd4 100644 --- a/engines/scumm/module.mk +++ b/engines/scumm/module.mk @@ -29,7 +29,6 @@ MODULE_OBJS := \ imuse/sysex_samnmax.o \ imuse/sysex_scumm.o \ input.o \ - midiparser_eup.o \ midiparser_ro.o \ object.o \ palette.o \ @@ -37,6 +36,7 @@ MODULE_OBJS := \ player_nes.o \ player_pce.o \ player_sid.o \ + player_towns.o \ player_v1.o \ player_v2.o \ player_v2a.o \ |