Age | Commit message (Collapse) | Author |
|
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
|
|
svn-id: r50409
|
|
svn-id: r50408
|
|
slash: switch between the last held item and normal mouse
comma, period: replace the currently held item with the previous/next item in the inventory
Also, commented a bit better what happens when ESCAPE is present with respect to map
programs and cut-scenes.
svn-id: r50407
|
|
This is the behavior of the original player. It is not necessary to click on
the hero.
svn-id: r50361
|
|
select MDT_PREFER_MT32 or MDT_PREFER_GM
svn-id: r50288
|
|
svn-id: r50128
|
|
Without this parameter mass detection gave tons of false alarms.
Use globbing for narrowing down the depth search.
svn-id: r49788
|
|
Now AD can search nested directories. By default it is turned off,
but there is new parameter to ADParameters struct. Usually value
of 2 is good enough for all purposes.
svn-id: r49653
|
|
svn-id: r48936
|
|
svn-id: r48935
|
|
These functions are only used internally be Engine subclasses, and
by moving them to a separate header we can reduce indirect header
dependencies.
svn-id: r48934
|
|
This greatly reduces indirect dependencies on several header files
from common.
svn-id: r48933
|
|
svn-id: r48821
|
|
svn-id: r48722
|
|
svn-id: r48637
|
|
svn-id: r48615
|
|
After unfinished translation of the game, several inaccessible characters
have been left in the game files. Since the font does not contain all 256
characters, trying to draw them brings them random jump. I now properly
skip these characters.
svn-id: r48462
|
|
The previous bugfix just hid the problem by removing an assert, but it might demonstrate
itself in another way later. This is a proper bugfix.
svn-id: r48460
|
|
Inventory".
This patch corrects the valgrind fault, but may not be the ultimate fix.
This should be reviewed before backport to v1.1.0 branch.
svn-id: r48434
|
|
svn-id: r48359
|
|
svn-id: r48287
|
|
svn-id: r48279
|