Age | Commit message (Collapse) | Author |
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svn-id: r25268
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- gets rid of GameFlags::hasAudioCD
svn-id: r25258
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svn-id: r25201
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svn-id: r25192
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- stating about dual license of adlib sound specific files
svn-id: r23708
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General MIDI instrument set, so use them unless we're in MT-32 mode. This makes
the music sound a bit closer (at least to me) to what DOSbox plays.
svn-id: r23653
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on exceeded polyphony").
svn-id: r23605
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svn-id: r22844
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svn-id: r22697
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svn-id: r22624
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svn-id: r22504
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- adds a new sound class SoundDigital (only used for Kyra3) (needs more work though)
svn-id: r22497
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subclasses to namespace Audio
svn-id: r22231
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Adlib sfx") (created a wrapper class for two different sound drivers instead of adding a new variable to the KyraEngine class and chaning stuff there)
- Prevents to play track 0 for non mt-32 midi devices (got ugly sound output with windows midi)
svn-id: r21479
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entering the castle. I hope this is a fair approximation of how the original
worked. Of course, this led to a couple of more renamings:
_unk5 -> _soundTrigger
updateCallback54() -> update_setSoundTrigger()
snd_setUnk5() -> snd_getSoundTrigger() (yes, "get")
At the moment, the only known sound triggers are the ones in the castle. If an
unknown trigger is set, the debugging messages will be really, really noisy. I
don't know if I should consider this a bug or an extremely annoying feature.
svn-id: r21396
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Added some comments on the strange but probably harmless things going on in
playSoundEffect()
svn-id: r21340
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svn-id: r21236
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Cleaned up the sound code a bit (removed some unneeded functions).
svn-id: r21234
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- Adds sound fading support to the adlib player
- Adds support for stopping running tracks
- Changes baseFreq type back to uint8
- corrects octave handling in updateAndOutput1
(Thanks to eriktorbjorn for doing that)
svn-id: r21185
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It needs some checks since it doesn't work correctly in every case at the moment.
svn-id: r20960
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svn-id: r20743
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svn-id: r20582
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