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2010-01-02SCI/new music code: Implemented cmdSetSoundPriorityFilippos Karapetis
svn-id: r46873
2010-01-02Changed wording from "handle" to "sound", as we're dealing with sound ↵Filippos Karapetis
objects, not handles. Also, made the warnings thrown when a slot couldn't be found more verbose. Finally, changed the logic of when warnings should be thrown in cmdSetSoundLoop svn-id: r46871
2010-01-02SCI/new music code: Fixed some mutex-related issuesFilippos Karapetis
svn-id: r46869
2010-01-01SCI: Adlib: Fix bug in master volume handling.Walter van Niftrik
svn-id: r46865
2010-01-01SCI/newmusic: removed TODOMartin Kiewitz
svn-id: r46858
2010-01-01SCI/newmusic: changed setting volume from fade logic, implemented updating ↵Martin Kiewitz
loop selector for sound fx svn-id: r46856
2010-01-01SCI: fix buildMartin Kiewitz
svn-id: r46854
2010-01-01SCI/newmusic: changed fade volume setting for digital fx to onTimer() again, ↵Martin Kiewitz
because setting it in updateCues() wont work right. We are processing fading effectively in there any way, added TODO for working approach svn-id: r46853
2010-01-01SCI: kDoAudio now also clips volume and adjusts to mixer volumeMartin Kiewitz
svn-id: r46852
2010-01-01SCI/newmusic: now clips volume against MUSIC_VOLUME_MAX (127) instead of the ↵Martin Kiewitz
mixer max volume (which would be wrong of course), adjusts volume when setting sample channel volume svn-id: r46850
2010-01-01SCI: volume for sci0 now set to 127, now using constant instead of valueMartin Kiewitz
svn-id: r46849
2010-01-01SCI/new music code: The MIDI driver is now reset whenever the game's VM ↵Filippos Karapetis
respawns, like what the old music code does. Fixes the MIDI music in KQ5CD, Lonbgow and perhaps others svn-id: r46843
2010-01-01SCI/newmusic: set speech soundtype for audio resources played by kDoSound, ↵Martin Kiewitz
cmdVolume is supposed to set music and sfx volume only - this whole fixes volume issues in lb2cd and others svn-id: r46842
2010-01-01SCI/newmusic: adding debug output to setVolumeMartin Kiewitz
svn-id: r46841
2010-01-01SCI/new music code: Center pitch wheel when unloading music tracksFilippos Karapetis
svn-id: r46840
2010-01-01SCI: syncing loop selector... again... fixes qfg1 ending... again... now ↵Martin Kiewitz
sci0 only svn-id: r46835
2010-01-01SCI/new music code: Moved processing of digital sound effects outside the ↵Filippos Karapetis
MIDI worker thread. Some cleanup svn-id: r46834
2010-01-01SCI/newmusic: doing version check before looking for audio resourceMartin Kiewitz
svn-id: r46831
2010-01-01SCI/newmusic: better solution for volume - using int16 during fade, volume ↵Martin Kiewitz
is now byte again svn-id: r46829
2010-01-01SCI: changing volume to int16 again, fixes fadeOut of music and samplesMartin Kiewitz
svn-id: r46828
2010-01-01SCI/newmusic: added fade and loop capability to samples (looping doesnt work ↵Martin Kiewitz
yet), fixes lsl1 doll inflation endless loop svn-id: r46820
2010-01-01SCI/new music code:Filippos Karapetis
- 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
2009-12-31SCI/new music: trigger signal when fade is completed, fixes lsl1 dance with girlMartin Kiewitz
svn-id: r46798
2009-12-31Mention the fact that we derive from SSCI by not caching the loop selectorFilippos Karapetis
svn-id: r46797
2009-12-31SCI/new music code: removed some hacksFilippos Karapetis
svn-id: r46793
2009-12-31SCI/new music code: The loop selector for each music score is no longer ↵Filippos Karapetis
cached, but read directly from the sound object svn-id: r46792
2009-12-31SCI/new music code: Slight cleanupFilippos Karapetis
svn-id: r46791
2009-12-30SCI/newmusic: cmdSendMidi / removed weird midiCmd code - fixes lsl5 des ↵Martin Kiewitz
revers records piano session svn-id: r46783
2009-12-30SCI/newmusic: fix loop logicMartin Kiewitz
svn-id: r46774
2009-12-30SCI/newmusic: update loop selector when track is finished (fixes hq1 ending, ↵Martin Kiewitz
letting one save the character data for qfg2) svn-id: r46769
2009-12-30SCI/new sound code:Filippos Karapetis
- call cmdDisposeHandle() instead of soundKill when a track is being replaced - Added information about cmdReverb svn-id: r46766
2009-12-29SCI/newmusic: fixed fading (fixes gk1 demo, park area)Martin Kiewitz
svn-id: r46730
2009-12-29SCI/newmusic: Removed playlist-feature from cmdResumeHandle cause that is ↵Martin Kiewitz
sci0 only svn-id: r46714
2009-12-29SCI/newmusic: dont do pause/resume on the whole playlist prior sci1late ↵Martin Kiewitz
(soundversion) svn-id: r46713
2009-12-29SCI/newmusic: changed pauseCounter again ;)Martin Kiewitz
svn-id: r46707
2009-12-29SCI/newmusic: changed pausecounter behaviour within resumeMartin Kiewitz
svn-id: r46706
2009-12-29Reverted rev #46647 - the title music in Codename: Iceman works correctly againFilippos Karapetis
svn-id: r46701
2009-12-29SCI/new music code: Fixed loading of saved games. Also, stopped sounds are ↵Filippos Karapetis
no longer paused svn-id: r46700
2009-12-29Better checking for the cmdMuteSound and cmdVolume special casesFilippos Karapetis
svn-id: r46699
2009-12-29SCI/new music code: cmdPauseHandle/cmdResumeHandle now work for SCI0 gamesFilippos Karapetis
svn-id: r46697
2009-12-28SCI/newmusic: Added pausecounter cause sierra sci also does thisMartin Kiewitz
svn-id: r46693
2009-12-28SCI/new music code: Implemented cmdSendMidi, and removed access to _argc ↵Filippos Karapetis
from sound commands svn-id: r46692
2009-12-28SCI/newmusic: Added comment about weird sierra sci behaviourMartin Kiewitz
svn-id: r46691
2009-12-28SCI/newmusic: Accept object 0:0 in cmdPauseHandle, pause the whole playlist ↵Martin Kiewitz
then (fixes castle of dr. brain during intro) svn-id: r46690
2009-12-28SCI: Further objectify MusicEntryMax Horn
svn-id: r46689
2009-12-28SCI: Start objectifying MusicEntryMax Horn
svn-id: r46687
2009-12-28cleanupMax Horn
svn-id: r46686
2009-12-28SCI: Make some code comply to our naming conventionsMax Horn
svn-id: r46685
2009-12-28SCI/new sound code:Filippos Karapetis
- 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
2009-12-28SCI/new music code: Added a workaround for a music-related game bug in ↵Filippos Karapetis
Castle of Dr. Brain svn-id: r46678