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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/scumm.cpp | |
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/scumm.cpp')
-rw-r--r-- | engines/scumm/scumm.cpp | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/engines/scumm/scumm.cpp b/engines/scumm/scumm.cpp index 6e3815d314..46708b3c4f 100644 --- a/engines/scumm/scumm.cpp +++ b/engines/scumm/scumm.cpp @@ -48,6 +48,7 @@ #include "scumm/imuse_digi/dimuse.h" #include "scumm/smush/smush_mixer.h" #include "scumm/smush/smush_player.h" +#include "scumm/player_towns.h" #include "scumm/insane/insane.h" #include "scumm/he/animation_he.h" #include "scumm/he/intern_he.h" @@ -146,6 +147,7 @@ ScummEngine::ScummEngine(OSystem *syst, const DetectorResult &dr) _imuse = NULL; _imuseDigital = NULL; _musicEngine = NULL; + _townsPlayer = NULL; _verbs = NULL; _objs = NULL; _sound = NULL; @@ -1757,6 +1759,10 @@ void ScummEngine::setupMusic(int midi) { _musicEngine = new Player_V2CMS(this, _mixer); } else if (_game.platform == Common::kPlatform3DO && _game.heversion <= 62) { // 3DO versions use digital music and sound samples. + } else if (_game.platform == Common::kPlatformFMTowns && (_game.version == 3 || _game.id == GID_MONKEY)) { + _musicEngine = _townsPlayer = new Player_Towns(this, _mixer); + if (!_townsPlayer->init()) + error("Failed to initialize FM-Towns audio driver."); } else if (_game.version >= 3 && _game.heversion <= 62) { MidiDriver *nativeMidiDriver = 0; MidiDriver *adlibMidiDriver = 0; @@ -1806,6 +1812,10 @@ void ScummEngine::syncSoundSettings() { _musicEngine->setMusicVolume(soundVolumeMusic); } + if (_townsPlayer) { + _townsPlayer->setSfxVolume(soundVolumeSfx); + } + _mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, soundVolumeSfx); _mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, soundVolumeMusic); _mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, soundVolumeSpeech); |