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path: root/engines/agi/sound_pcjr.cpp
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2016-02-02AGI: Fix formatting.Johannes Schickel
This mostly enforces tabs for indentation and spaces for formatting. But also fixes spaces on empty lines, some extra/missing spaces. astyle + manual fixup
2016-01-31AGI: getflag/setflag/etc. cleanupMartin Kiewitz
renamed getflag() to getFlag() renamed setflag() to setFlag() renamed flipflag() to flipFlag() preagi: renamed setFlag for this engine to setWinnieFlag
2016-01-29AGI: graphics rewrite + cleanupMartin Kiewitz
- graphics code fully rewritten - Apple IIgs font support - Amiga Topaz support - Word parser rewritten - menu code rewritten - removed forced 2 second delay on all room changes replaced with heuristic to detect situations, where it's required - lots of naming cleanup - new console commands show_map, screenobj, vmvars and vmflags - all sorts of hacks/workarounds removed - added SCI wait mouse cursor - added Apple IIgs mouse cursor - added Atari ST mouse cursor - added Amiga/Apple IIgs transition - added Atari ST transition - user can select another render mode and use Apple IIgs palette + transition for PC versions - inventory screen rewritten - SetSimple command now properly implemented - PreAGI Mickey: Sierra logo now shown - saved games: now saving controller key mapping also saving automatic save data (SetSimple command) - fixed invalid memory access when saving games (31 bytes were saved using Common::String c_ptr() Special Thanks to: - fuzzie for helping out with the Apple IIgs font + valgrind - eriktorbjorn for helping out with valgrind - LordHoto for figuring out the code, that caused invalid memory access in the original code, when saving a game - sev for help out with reversing the Amiga transition currently missing: - mouse support for menu - mouse support for system dialogs - predictive dialog support
2015-05-11AGI: Remove dead code in PCjr codeThierry Crozat
I forgot to remove that code in commit 0cb0a09 when I removed the line that preceded it.
2015-05-10AGI: Change the way the mixer volume is handled in the PCjr playerThierry Crozat
Instead of factoring the volume into the tone attenuation it now scales the volume table. This way it still uses the full table when playing at a low volume and therefore keeps the 16 attenuation levels. Also use kMusicSoundType instead of kSFXSoundType to be coherent with what the MIDI output is doing (volume for both music and SFX is controlled by the Music volume slider).
2015-05-10AGI: Fix PCjr dissolve method used for early versionsThierry Crozat
This was a regression from ceb2909.
2015-05-10AGI: Fix bug with music/SFX volume in PCjrThierry Crozat
A higher volume in the GUI resulted in a lower music volume (and lower volume in the GUI resulted in higher music volume).
2015-05-10AGI: Use correct volume for PCjr outputThierry Crozat
This looks like a regression from commit 24bb5da: AGI: Add a layer of abstraction between the sound chip and the two players
2014-02-18AGI: Make GPL headers consistent in themselves.Johannes Schickel
2012-09-26JANITORIAL: Remove trailing whitespaces.Johannes Schickel
Powered by: git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
2011-08-14AGI: Make the sound code use AgiBase instead of AgiEngineMatthew Hoops
In preparation of using the sound code with Winnie
2011-08-13AGI: Fix row duration in V1 SOUND resource playerJussi Pitkanen
2011-08-13AGI: Add a layer of abstraction between the sound chip and the two playersJussi Pitkanen
2011-08-13AGI: Detect the end of V1 sound resources correctly, fixing crashesJussi Pitkanen
2011-08-13AGI: Implement note fetch routine for AGI v2.001 sound resourcesJussi Pitkanen
I suspect this is the format for AGI V1 sound resources as well. It is currently implemented by splitting getNextNote() to getNextNote_v2() and getNextNote_v1(). Since the V1 format consists of simple register values to the sound chip in PCjr, this could probably be made more cleanly by refactoring the code to resemble the chip more closely, so that its state is updated by writing to the registers.
2011-06-10AGI: Experimental fix for bug #3292778 ("SQ2: Music missing notes")eriktorbjorn
The idea here is that if two voices are generating the same tone, the square wave generator should be in sync so that the wave forms amplify each other, rather than cancelling each other out.
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2010-09-16AGI: Initialise PCjr emulator channels on creationTorbjörn Andersson
Because chanGen() gets called very early, and sometimes it crashes ScummVM as soon as the game starts. Actually, it's probably enough to initialise a couple of fields in _tchannel[], but I figured it couldn't hurt to clear all of _channel[] and _tchannel[]. svn-id: r52741
2010-06-15Remove unnecessary svn:executable propertiesWillem Jan Palenstijn
svn-id: r49870
2010-06-15AGI: Split all sound generators into separate modules.Eugene Sandulenko
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
2010-06-15AGI: Implement FR #2813133.Eugene Sandulenko
FR #2813133: "AGI: Proper Tandy 3-Voice/IBM PCjr Sound Support". Add proper Tandy music. Heavily based on NAGI source, thus attached its X11 license. To run it now use -e pcjr. Old one is still default for adlib but most likely will be changed in the future. Also lied ground for further separation of different sound generators. svn-id: r49755