Age | Commit message (Collapse) | Author |
|
Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
|
|
In preparation of using the sound code with Winnie
|
|
|
|
|
|
|
|
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.
|
|
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.
|
|
|
|
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
|
|
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 #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
|