Age | Commit message (Collapse) | Author |
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It shouldn't be necessary anymore, since initOPL() cleans everything.
If, however, suddenly a piece of music sounds weird in a Gob game,
this is the place to look for.
This fixes a race condition between OPL::reset() and the callback
timer.
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This is what the original game does too, and the scripts query for
all-uppercase CD track names.
Interestingly, this being wrong has been mostly inconsequential. It
does, however, manifest in one bug in the underwater wreck level of
Gobliins 2. After calling the Moray Eel by lighting the lamp with
Winkle, speaking to said eel has the scripts wait for the currently
playing background track to end before playing the voice lines,
instead of ending the audio track forcefully. The track is only about
a minute long, so it's "only" annoying, not a game-stopper.
The scripts also try to compare the CD track name with some different,
all-uppercase names, so this is possibly relevant in some other places
as well. No such bug report exists at the moment, though.
See also the forum post with the bug report:
http://forums.scummvm.org/viewtopic.php?p=81733#81733
A somewhat related bug report is #2999 "GOB2 : Moray Eel Game Freeze
(Wreck Scene)" (<http://sourceforge.net/p/scummvm/bugs/2999/>). At
that time, the script expression parser still did a stricmp for the
NEQ expression (which is wrong), and that made the bug not trigger.
Commit 5c58b9a3a4a8848474aba18c02c0da997fb138a2, which fixed that
incorrect NEQ behaviour, then made this bug here appear.
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Also remove the unused AdLib::_rate member variable.
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Thanks to salty-horse for catching that. :)
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Just the title music... *cough*
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The EGA version of Gobliiins comes with an MDY track.
While the original doesn't play it, we thought it might
be a nice idea to play it nevertheless.
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This is a complete rewrite of the AdLib players for ADL and MDY/TBR
files in the Gob engine.
Major changes
1) The AdLib base class is now completely separated from all file
format code and can theoretically be used by any OPL2-based
format (within reason)
2) The new code is far better documented and more readable
3) The MDY player now actually works. The MDY/TBR format is
in reality the MUS/SND format created by AdLib as a simpler
alternative to the ROL format
4) Since the MAME emulator is quite buggy and leads to noticable
wrong percussion in the Gobliins 2 title music, the new AdLib
player will try to create a DOSBox OPL. If it's not compiled in,
or if the user configured opl_driver to "mame", it will print
out appropriate warnings.
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The title music is then played from SND files instead of
MDY/TBR files (that we still don't yet support).
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Safer and less portability issues.
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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.
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Some backends may break as I only compiled SDL
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svn-id: r55850
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svn-id: r55818
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svn-id: r55644
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svn-id: r55634
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svn-id: r55630
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svn-id: r55629
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svn-id: r55564
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svn-id: r54385
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svn-id: r54148
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This commit contains the AudioCDManager changes from the gsoc2010-opengl
branch. The other changes in that branch are restricted to the backends
directory only (plus configure).
The Nintendo DS and Dreamcast ports still need to be ported over to
the new Audio CD system, but that should be fairly easy to do.
svn-id: r54147
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Removing the need for class DataStream and that handle mess.
svn-id: r53984
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svn-id: r53491
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Replacing it (and some strncpy + manual terminating) with
Common::strlcpy()
svn-id: r53490
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See bug report #3087831
svn-id: r53464
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This includes an rather hacky attempt to merge all the recent gp2x backend
changes into the branch. I suppose the gp2x backend and probably all new
backends, i.e. gph, dingux etc., might not compile anymore.
Since I have no way of testing those it would be nice if porters could look
into getting those up to speed in this branch.
svn-id: r53399
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Move Fascination specific function to appropriate classes, plus some style modifications
svn-id: r52267
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svn-id: r52162
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storage room
svn-id: r52107
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svn-id: r49678
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