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path: root/engines/sci/sound/audio32.cpp
AgeCommit message (Collapse)Author
2016-08-19SCI32: Implement kRobotColin Snover
2016-08-06SCI32: Remove VMD flags from Audio32 mixerColin Snover
The VMD decoder sends audio directly to the system mixer.
2016-07-11SCI32: Silence non-monitored channels while monitoring is activeColin Snover
2016-07-11SCI32: Fix audio deadlocksColin Snover
Several functions in Audio32 would call into the mixer to pause or resume the audio handle, which would cause a deadlock if the mixer's mixCallback timer fired while one of these functions was running on the main thread. To address this, calls to mixer to pause/unpause the digital audio handle have been removed. Since this was just an optimisation to prevent unnecessary calls to fill the audio buffer, the only problem now is that a tiny amount of CPU is wasted on unnecessary callbacks to read from the empty SCI mixer.
2016-07-11SCI32: Minor Audio32 cleanupColin Snover
2016-07-01SCI32: Use better audio fading algorithmColin Snover
Using the one from SCI2.1mid makes fades very slow because SDL has a larger audio buffer than SSCI DOS. This new algorithm is based on wall time so will always fade at the correct speed, although the larger buffers will have a coarser granularity so the fades may not be as smooth as in the original engine. If anyone cares, the fade volume could be mixed into individual samples in `readBuffer` instead of applying just once per complete buffer. SSCI did not do this, however, so this implementation should be pretty accurate.
2016-06-30SCI32: Specify default hardware ratesColin Snover
This normally happens in SSCI when the audio hardware is initialised. CID 1357048
2016-06-26SCI32: Fix hang when playing auto-play audio channelsColin Snover
2016-06-26SCI32: Fix race condition when freeing audio resourcesColin Snover
It's not possible to call any ResourceManager methods from any thread other than the main thread because it is not thread-safe.
2016-06-25SCI32: Properly initialize pausedAtTick inside Audio32::play()Filippos Karapetis
Fixes audio not playing in later SCI32 games that use Audio32
2016-06-25Revert "SCI32: Properly initialize AudioChannel inside Audio32::play()"Filippos Karapetis
This reverts commit 5eaea05a2b6af0ddcf28fca1f0cd3fc0c54f4d07.
2016-06-23SCI32: Properly initialize AudioChannel inside Audio32::play()Filippos Karapetis
Fixes audio issues caused by uninitialized variables
2016-06-23SCI32: Fix potentially uninitialized variableFilippos Karapetis
2016-06-23SCI32: Const correction in Audio32's readBuffer() implementationFilippos Karapetis
2016-06-20SCI32: Rewrite digital audio engineColin Snover
This provides a complete implementation of kDoAudio through SCI2.1mid, plus partial implementation of SCI3 features. Digital audio calls shunted through kDoSound have also been updated to go through the SCI32 audio mixer, though these shunts are a bit hacky because the ScummVM implementation of kDoSound does not currently match how SSCI kDoSound is designed. It is probably possible in the future to just replace the SCI1.1 audio code (audio.cpp) with the new SCI32 code, since the major differences seem to be that (1) SCI1.1 only supported one digital audio playback channel (this is configurable already), (2) it had extra commands for CD audio playback and queued sample playback.