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path: root/audio/miles_adlib.cpp
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2015-07-04AUDIO: Miles Audio AdLib: read OPL3 timbre bugfixMartin Kiewitz
2015-07-04AUDIO: Miles Audio AdLib: read AdLib+OPL3 fileMartin Kiewitz
Checks if at least one of those exists and reads the one that does Needed for another version of Simon The Sorcerer 2, that only features FAT.OPL
2015-07-04AUDIO: Miles Audio AdLib instrument stream supportMartin Kiewitz
- not using byte pointer + size and instead now a SeekableReadStream for factory - adjusted ACCESS + AGOS engines accordingly
2015-07-03AUDIO: Miles Audio: pass strings via referenceMartin Kiewitz
2015-07-03AUDIO: Miles Audio AdLib: fix instrument load codeMartin Kiewitz
clean up, uses separate non-const pointer for reading file and a const pointer for actually parsing the data
2015-07-02AUDIO: Miles Audio AdLib: fix commentMartin Kiewitz
Sherlock Holmes was mentioned instead of Miles Audio
2015-07-02AUDIO: Miles Audio AdLib: implement sustainMartin Kiewitz
fixes broken music in Return To Zork (demo) also added comments about those special cases (useful for testing)
2015-07-02AUDIO: Miles Audio AdLib: init panning to 63Martin Kiewitz
simon 2 + return to zork are getting output on one speaker only atm. both games don't get panning controller at all and the original driver itself definitely did initialize it to 0. We initialize panning to 63, so that this gets fixed for the moment. needs to get investigated further.
2015-07-01AUDIO: Miles Audio AdLib: timbre data via data-ptrMartin Kiewitz
add ability to pass timbre data directly to the AdLib Miles Audio driver as well
2015-06-29AUDIO: Miles Audio AdLib: initialize variableMartin Kiewitz
initialize currentPitchRange (although it was properly initialized later anyway)
2015-06-28AUDIO: miles audio AdLib: fix left/right panningMartin Kiewitz
channels were (wrongly) reversed found and tested in discworld 1
2015-06-27COMMON: move Miles Audio AdLib+MT32 to commonMartin Kiewitz
- remove Miles Audio from Sherlock engine - put Miles Audio into common audio (namespace Audio) - Miles Audio is used at least by the engines TINSEL, GROOVIE, TOLTECS, SAGA and KYRA This way it can be used by the other engines