Age | Commit message (Collapse) | Author |
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Engines should only have to call one set of functions and not decide between the two. In fact, the 'emulation' API was documented to just call the 'real CD' API.
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(rework parts of the code + improve naming of variables/functions)
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Formerly we only checked track1.$EXT but we also support track01.$EXT. Guess
this is a good example why we need to reconsider how we will handle detection
of presense of CD audio tracks in general...
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Discovered by CID #1003909.
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(let the FM-Towns version load up and run without errors/crashes)
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Done with:
git ls-files "*.cpp" *".h" | xargs sed -i -e 's/0x\([0-9a-f]*\)/0x\U\1/g'
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(this was really ugly, now it's somewhat less ugly)
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Thanks to salty-horse for pointing at these.
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(also make internal driver version more flexible)
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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svn-id: r55863
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svn-id: r55850
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svn-id: r55039
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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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svn-id: r53915
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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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svn-id: r52842
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svn-id: r52232
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svn-id: r52147
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svn-id: r52108
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(some cleanup to internal driver volume control, minor frequency change for fm-towns)
svn-id: r51930
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svn-id: r51776
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for music fading in Kyra 1 FM-Towns and probably other FM-Towns games). This addition applies to emulated CD audio only for now. I haven't found a way to implement this for real CDs yet. SDL doesn't seem to support this (but it might be just me? If anyone knows more about this, just tell me).
svn-id: r51741
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svn-id: r51695
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svn-id: r51650
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- FM-Towns euphony driver completely rewritten based on KYRA FM-Towns and LOOM towns disasm.
- Split all the emu and driver code from sound_towns.cpp into different files to make things a bit less confusing.
- Move the driver code to common space since the exact same euphony driver is used by LOOM which means we could get rid of the outdated and incomplete ym2612 driver/emu implementation (which doesn't even do things like instrument loading, pan position, etc). I haven't tried to add this to the Scumm engine yet, since I am not familiar with it and my priority was to get the driver finished first. But from the look of disasm it shouldn't be difficult to do.
- Introduce a generic FM-Towns audio interface based on FM-Towns system file disasm which was necessary for the euphony driver rewrite. Every FM-Towns game I have seen so far seems to access the audio hardware via these system functions. This interface implementation will also allow reasonably simple creation of new FM-Towns audio drivers (e.g. this could be used for Kings Quest 5 FM-Towns or others).
- Move the PC98 driver to common space, too, since I have a strong feeling that this driver is also used in the PC98 version of Future Wars
- This also improves KYRA FM-Towns music quality, sound effects accuracy and music fading.
svn-id: r51645
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svn-id: r51495
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svn-id: r51105
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svn-id: r51093
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svn-id: r50949
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svn-id: r50840
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svn-id: r50772
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svn-id: r50608
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other out of tune
svn-id: r50604
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svn-id: r50603
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svn-id: r50602
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svn-id: r50563
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