Age | Commit message (Collapse) | Author |
|
|
|
Safer and less portability issues.
|
|
|
|
|
|
This also removes the dependency of engines on the event recorder header
and API, and will make it easier to RandomSources that are not properly
registered.
|
|
This unifies the engine names in MetaEngine::getName() and the
credits. In particular drop "Engine" or "engine" from the names when
it was present and use expanded names in credits when the
MetaEngine uses it (e.g. "Beneath a Steel Sky" instead of "BASS").
|
|
|
|
For further discussion check here:
https://github.com/scummvm/scummvm/pull/16
Conflicts:
graphics/png.cpp
|
|
Some backends may break as I only compiled SDL
|
|
|
|
Minor correction to use integer value, rather than boolean.
|
|
See https://github.com/scummvm/scummvm/pull/12 for more information.
|
|
byte depth.
|
|
This renames setMuteForSoundType to muteSoundType and getMuteForSoundType to
isSoundTypeMuted.
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
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: r55818
|
|
svn-id: r55806
|
|
svn-id: r54815
|
|
svn-id: r54385
|
|
avoid using 'using'
svn-id: r54323
|
|
Since DRACI uses Debug Channels, this allows for the interactive setting of debugflags as well as providing a base for adding further debugging commands.
svn-id: r54116
|
|
svn-id: r54105
|
|
svn-id: r53925
|
|
svn-id: r53738
|
|
svn-id: r53484
|
|
This fixes bug #3067148 "DRACI: Volume range not respected". It seems Draci's
MIDI files do not setup the channel volume properly before using the channels,
but rely on having the maxed out. Since formerly the channel volume was
initialized to 255, it caused the channel volume to be zero in case the user
used 128 for his volume settings (128*255/255=128, and MIDI volume goes from
0-127).
svn-id: r52738
|
|
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: r52144
|
|
svn-id: r51707
|
|
svn-id: r51464
|
|
svn-id: r50890
|
|
Now even the length of a compressed stream is measured precisely and
the dubbing sounds exactly like the original.
svn-id: r50618
|
|
Timing of speaking is not fixed yet.
svn-id: r50614
|
|
svn-id: r50559
|
|
svn-id: r50558
|
|
Playing works well, but I am not enabling it in the game player yet, because
I have not implemented measuring the time duration of compressed dubbing,
which is needed in the (exclusively used) blocking mode.
svn-id: r50543
|
|
svn-id: r50519
|