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path: root/engines/agi/sound_pcjr.cpp
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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