diff options
Diffstat (limited to 'engines/scumm/imuse/imuse.cpp')
-rw-r--r-- | engines/scumm/imuse/imuse.cpp | 54 |
1 files changed, 51 insertions, 3 deletions
diff --git a/engines/scumm/imuse/imuse.cpp b/engines/scumm/imuse/imuse.cpp index 27a72c2afe..b69ce552bc 100644 --- a/engines/scumm/imuse/imuse.cpp +++ b/engines/scumm/imuse/imuse.cpp @@ -164,7 +164,7 @@ bool IMuseInternal::isMT32(int sound) { return true; case MKTAG('M', 'A', 'C', ' '): // Occurs in the Mac version of FOA and MI2 - return true; + return false; case MKTAG('G', 'M', 'D', ' '): return false; @@ -226,6 +226,45 @@ bool IMuseInternal::isMIDI(int sound) { return false; } +bool IMuseInternal::supportsPercussion(int sound) { + byte *ptr = g_scumm->_res->_types[rtSound][sound]._address; + if (ptr == NULL) + return false; + + uint32 tag = READ_BE_UINT32(ptr); + switch (tag) { + case MKTAG('A', 'D', 'L', ' '): + case MKTAG('A', 'S', 'F', 'X'): // Special AD class for old AdLib sound effects + case MKTAG('S', 'P', 'K', ' '): + return false; + + case MKTAG('A', 'M', 'I', ' '): + case MKTAG('R', 'O', 'L', ' '): + return true; + + case MKTAG('M', 'A', 'C', ' '): // Occurs in the Mac version of FOA and MI2 + // This is MIDI, i.e. uses MIDI style program changes, but without a + // special percussion channel. + return false; + + case MKTAG('G', 'M', 'D', ' '): + case MKTAG('M', 'I', 'D', 'I'): // Occurs in Sam & Max + return true; + } + + // Old style 'RO' has equivalent properties to 'ROL' + if (ptr[0] == 'R' && ptr[1] == 'O') + return true; + // Euphony tracks show as 'SO' and have equivalent properties to 'ADL' + // FIXME: Right now we're pretending it's GM. + if (ptr[4] == 'S' && ptr[5] == 'O') + return true; + + error("Unknown music type: '%c%c%c%c'", (char)tag >> 24, (char)tag >> 16, (char)tag >> 8, (char)tag); + + return false; +} + MidiDriver *IMuseInternal::getBestMidiDriver(int sound) { MidiDriver *driver = NULL; @@ -324,7 +363,7 @@ void IMuseInternal::pause(bool paused) { _paused = paused; } -int IMuseInternal::save_or_load(Serializer *ser, ScummEngine *scumm) { +int IMuseInternal::save_or_load(Serializer *ser, ScummEngine *scumm, bool fixAfterLoad) { Common::StackLock lock(_mutex, "IMuseInternal::save_or_load()"); const SaveLoadEntry mainEntries[] = { MKLINE(IMuseInternal, _queue_end, sleUint8, VER(8)), @@ -401,7 +440,16 @@ int IMuseInternal::save_or_load(Serializer *ser, ScummEngine *scumm) { for (i = 0; i < 8; ++i) ser->saveLoadEntries(0, volumeFaderEntries); - if (ser->isLoading()) { + // Normally, we have to fix up the data structures after loading a + // saved game. But there are cases where we don't. For instance, The + // Macintosh version of Monkey Island 1 used to convert the Mac0 music + // resources to General MIDI and play it through iMUSE as a rough + // approximation. Now it has its own player, but old savegame still + // have the iMUSE data in them. We have to skip that data, using a + // dummy iMUSE object, but since the resource is no longer recognizable + // to iMUSE, the fixup fails hard. So yes, this is a bit of a hack. + + if (ser->isLoading() && fixAfterLoad) { // Load all sounds that we need fix_players_after_load(scumm); fix_parts_after_load(); |