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authorTorbjörn Andersson2012-11-23 06:54:25 +0100
committerTorbjörn Andersson2012-11-23 06:54:25 +0100
commit076bcbc5c6b4c0f34e919dccfb0d407e88138560 (patch)
tree3b2abb85d8ef7dbb393ab7353be89125d8614a3b /engines
parentd06f69f94b6cb2fcf51c3d0018a960d5d0c50051 (diff)
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SCUMM: Added TODO comment about Mac MI1 music
Some notes in the main theme are very staccato, and this could possibly explain why.
Diffstat (limited to 'engines')
-rw-r--r--engines/scumm/player_mac.cpp9
1 files changed, 9 insertions, 0 deletions
diff --git a/engines/scumm/player_mac.cpp b/engines/scumm/player_mac.cpp
index fa0dd9d052..a91050e889 100644
--- a/engines/scumm/player_mac.cpp
+++ b/engines/scumm/player_mac.cpp
@@ -298,6 +298,15 @@ uint32 Player_Mac::durationToSamples(uint16 duration) {
}
int Player_Mac::noteToPitchModifier(byte note, Instrument *instrument) {
+ // TODO: Monkey Island 1 uses both note values 0 and 1 as rests.
+ // Perhaps 0 means an abrupt end of the current note, while 1 means it
+ // should drop off gradually? One of the voices in the main theme
+ // sounds a lot more staccato than what I hear in a Mac emulator. (But
+ // it's hard to tell since that emulator has problems with the music.)
+ // Also, some instruments (though not this particular one) have data
+ // after the loop end point, which could possible be used to fade out
+ // the instrument.
+
if (note > 1) {
const int pitchIdx = note + 60 - instrument->_baseFreq;
// I don't want to use floating-point arithmetics here, but I