Age | Commit message (Collapse) | Author |
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- Resolved a deadlock with the mixer, and added appropriate mutexes (a result of the fact that SCI mixes MIDI and digital audio in the same list)
- Fixed sound playing when loading games, by properly resetting the MIDI driver
- Reverted savegame version to 14 - the changes in versions 15 and 16 don't have any effect on the currently enabled old music code, and the new music code is disabled by default, and is still prone to changes
- Now saving/loading signal, loop and hold for each sound, as well as reverb
- Added stub code for setting reverb and channel hold
- The signal, loop and hold values of each song are cached, like in SSCI and like what happens in Greg's SCI implementation. This allows a clear separation of the engine code from the rest of the engine. Reverted commits 46792 and 46797
- Removed duplicate song list accessing code
- Song cues are now updated in kAnimate for SCI0, like the old music code does, to compensate for the fact that SCI0 didn't poll for music changes via cmdUpdateCues, like what SCI01 and newer do
- Cleanup
svn-id: r46812
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cached, but read directly from the sound object
svn-id: r46792
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svn-id: r46687
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- Made the SciMusic class private, and added wrapper functions for invoking specific methods of SciMusic from outside the SoundCommandParser class
- Many SCI games keep creating and destroying sound effects constantly (i.e. many times per second). Therefore, another scheme has been devised, which replaces the mutex that was in place. Whenever a sound command is run which operates on a specific object in the play list, we disallow onTimer() from kicking in. This isn't ideal, but it does stop random deadlocks because of locked mutexes without any noticeable side effects
svn-id: r46681
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- Switched to Common::StackLock for mutexes
- Renamed Music::stopAll() -> Music::clearPlayList()
- Implemented a better Music::stopAll method, which stops all sounds with proper signals, instead of destroying them
- Renamed the SCI0 command cmdGetPlayNext -> cmdStopAllSounds and implemented it
svn-id: r46665
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- Implemented sound muting
- Now saving/loading the master music volume
svn-id: r46643
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svn-id: r46635
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svn-id: r46630
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svn-id: r46628
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- Removed a lot of accessors to the music list, and protected the 2 which are used now with mutexes
- Rewrote the music list save/load code to be methods of the SciMusic class
svn-id: r46623
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and Castle of Dr. Brain)
svn-id: r46579
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- Removed some leaks
- Fixed the destruction of the music playlist
- Made mutexes more sane
- Removed some dead code
- Cleanup
svn-id: r46578
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svn-id: r46569
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cleanup
svn-id: r46568
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svn-id: r46563
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svn-id: r46552
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svn-id: r46550
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svn-id: r46549
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slight hack to the SoundCommandParser constructor
svn-id: r46430
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svn-id: r46429
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svn-id: r46304
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under oldgui, oldgui doesn't like calling of setPortPic during loading
svn-id: r46294
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svn-id: r46293
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svn-id: r46292
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svn-id: r46253
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svn-id: r46196
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svn-id: r45862
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INCLUDE_OLDGFX isn't defined (it still problematic and goes out of sync)
svn-id: r45858
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state is no longer stored in saved games
svn-id: r45854
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Not loading in-place has the advantage that it allows to cleanly
cancel loading a savesate, e.g. if we detect a defect during
loading. This is much harder (if not impossible) to achieve if
loading in-place. So I'd prefer if we took advantage of this.
Right now, though, we don't.
svn-id: r45786
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defines
svn-id: r45668
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deleting and recreating it when restoring games
- Merged game_exit(), script_free_vm_memory() and script_free_engine()
- Cleanup
svn-id: r45666
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svn-id: r45660
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the new code didn't handle priority changes by kGraph()
svn-id: r45658
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class
svn-id: r45653
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engine state
- Implemented clearMenuBar() in the new graphics code
- Removed the "status_bar" command, which was used to set custom colors for the status bar
svn-id: r45538
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screen updates that the current menu code is doing using new graphics functions (still unfinished). Some cleanup.
svn-id: r45536
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(defined in sci.h)
svn-id: r45459
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savegame loading in KQ4
svn-id: r45350
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svn-id: r45337
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svn-id: r45235
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svn-id: r45217
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svn-id: r45196
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svn-id: r45048
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to arbitrary numbers of HunkTable segments to be created by repeatedly saving and loading.
svn-id: r45042
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its size in the savegame
svn-id: r44940
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savegames from the GMM is now possible, and new saved games will also have thumbnails. Saving from the GMM creates corrupted saved games, so it has been disabled for now
svn-id: r44930
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svn-id: r44921
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svn-id: r44878
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svn-id: r44868
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