Age | Commit message (Collapse) | Author |
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added better comments on what it actually does
svn-id: r46981
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- sounds are no longer stopped in cmdUpdateCues if their signal is set
- cmdSetSoundVolume no longer throws a warning if it can't find the associated sound (in some games, it's called before the actual sound is loaded)
- removed unused parameters to the SciMusic() class and to MusicEntry::onTimer()
- removed a hack to get the sound loop selector
svn-id: r46923
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svn-id: r46891
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finished. Fixes the music in GK1 (demo and full)
svn-id: r46887
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wjp and waltervn
svn-id: r46886
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normally in LSL5
svn-id: r46880
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sci1late (soundversion) only
svn-id: r46875
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loop selector for sound fx
svn-id: r46856
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mixer max volume (which would be wrong of course), adjusts volume when setting sample channel volume
svn-id: r46850
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svn-id: r46849
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cmdVolume is supposed to set music and sfx volume only - this whole fixes volume issues in lb2cd and others
svn-id: r46842
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MIDI worker thread. Some cleanup
svn-id: r46834
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is now byte again
svn-id: r46829
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svn-id: r46828
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yet), fixes lsl1 doll inflation endless loop
svn-id: r46820
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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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svn-id: r46793
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cached, but read directly from the sound object
svn-id: r46792
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svn-id: r46774
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no longer paused
svn-id: r46700
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svn-id: r46693
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from sound commands
svn-id: r46692
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then (fixes castle of dr. brain during intro)
svn-id: r46690
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svn-id: r46689
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svn-id: r46687
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svn-id: r46686
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svn-id: r46685
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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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svn-id: r46670
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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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svn-id: r46651
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- Implemented sound muting
- Now saving/loading the master music volume
svn-id: r46643
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svn-id: r46630
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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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svn-id: r46611
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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: r46552
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svn-id: r46546
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iceman intro)
svn-id: r46539
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svn-id: r46532
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to indicate that it's a stub function
svn-id: r46531
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svn-id: r46525
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svn-id: r46510
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svn-id: r46502
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always updated, so that animations can be synced properly by the game scripts. Fixes KQ6
svn-id: r46496
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svn-id: r46488
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- Reverted the code to use local copies of certain sound object selectors, like what was done before
- Simplified and fixed the SCI1.1 digital sound effect playing code
- Removed some duplicate code
- Renamed some sound commands
svn-id: r46487
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duplicate code (which now resides in resource.*)
svn-id: r46427
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svn-id: r46316
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