Age | Commit message (Collapse) | Author |
|
svn-id: r46984
|
|
SoundResource changes
svn-id: r46972
|
|
svn-id: r46931
|
|
"Added some more commands from BaseSongIterator::parseMidiCommand()"
svn-id: r46930
|
|
|
|
by the music driver
svn-id: r46924
|
|
svn-id: r46897
|
|
svn-id: r46893
|
|
svn-id: r46890
|
|
wjp and waltervn
svn-id: r46886
|
|
SysEx in parseNextEvent() to a NOP for now, till its sorted out
svn-id: r46885
|
|
- 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
|
|
svn-id: r46797
|
|
cached, but read directly from the sound object
svn-id: r46792
|
|
svn-id: r46774
|
|
letting one save the character data for qfg2)
svn-id: r46769
|
|
svn-id: r46686
|
|
svn-id: r46685
|
|
svn-id: r46611
|