Age | Commit message (Collapse) | Author |
|
|
|
|
|
In preparation of using the sound code with Winnie
|
|
This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
|
|
|
|
Some backends may break as I only compiled SDL
|
|
|
|
This also should fix some regressions from the previous
commits, related to MidiParser's either being leaked,
or being deleted and then used again (i.e., crashing).
I tested as many games as I had available, but further
testing of all affected engines is called for anyway.
|
|
As a side effect, this fixes the incorrect handling of 'All Note Off'
in SoundGenMIDI::send.
|
|
|
|
The regression affected AGOS and maybe some others; specifically,
the real MidiDriver would have been deleted twice -- I previously
missed that the Engine instances takes care of freeing the real
MidiDriver, not the MidiPlayer wrapping it.
This commit should clarify the ownership of the real MidiDriver for
most pseudo MidiDrivers.
|
|
Many engines follow the advice in audio/midiparser.h and create a
"pseudo-MidiDriver" subclass. But MidiParser really only needs a tiny
subset of the MidiDriver capabilities, namely those found in
MidiDriver_BASE. So we try to subclass from that whenever possible; this
allows us to remove many stub methods, and enables further future
simplifications.
|
|
This in turn enables modifying MidiDriver_MPU401::close() to allow
it to be called on a midi driver that has not yet been opened.
The specific issue that triggered me to make these changes was a
crash-upon-quit in HUGO, caused by it instantiating a midi driver,
then encountering an error (missing hugo.dat) *before* having
opened the new midi driver; the general cleanup code then tries
to close the (not yet opened) midi driver -> kaboom
Also fixed some engines which were leaking MidiDriver instances.
|
|
svn-id: r55850
|
|
svn-id: r54385
|
|
svn-id: r53738
|
|
Bug #3017908: "AGI: No music with the new MIDI patch"
Thanks to Raziel^ for pinpointing the bug.
svn-id: r53166
|
|
This is currently done in the engine code. I adapted AGI, AGOS, DRACI,
GROOVIE, LURE, MADE, QUEEN, SAGA, SKY, TINSEL and TOUCHE to send a reset
device on startup. The sound output still works fine (started up a game
from every engine), so this should hopefully not introduce any regressions.
As far as I can tell it seems that SCUMM does send a proper device reset, so
I did not touch it. KYRA only sends a proper reset for MT-32 currently. I am
not sure about SCI though.
This fixes bug #3066826 "SIMON: MIDI notes off when using RTL after SCI".
svn-id: r52736
|
|
svn-id: r52719
|
|
Formerly the AGI MIDI code did not setup the channel mask properly, in case
"native_mt32" was set. This resulted in one missing channel (i.e. channel 0),
since the MT-32 only responds to data for channels 1-9.
svn-id: r52718
|
|
Fixed by performing proper MIDI initialization.
svn-id: r52332
|
|
svn-id: r50128
|
|
svn-id: r49870
|
|
Now the sound subsystem of the engine finally is possible to grasp.
Also now it is obvious why CoCo3 sounds are not functioning.
svn-id: r49757
|
|
FR #1913900: "AGI: MIDI support".
Currently it gets selected when Adlib is chosen. Finding a better
way to do it is a todo.
Also default instrument mapping is plain.
Based on original code by Jens. Christian Restemeier.
svn-id: r49751
|