Age | Commit message (Collapse) | Author |
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This was a regression introduced by
d556dcc57bf50a03d81ab7a1ef59a9e5758465bf.
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If the user has "Prefer digital sound effects" disabled for a SCI0
game, do not play the digital sample version of a sound resource, if
such data is present. When the resource has only digital sample data
and no MIDI information, play the sample instead.
Closes gh-1022.
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* MGDX has only GM music;
* KQ7 1.x's AdLib data is incomplete, so is not usable even though
it is partially there
Fixes Trac#9789.
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GM patch data is the same across all SCI32 games.
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Upon investigation of Sound code across SCI32 games, it was
determined that there are actually (at least) 3 different
revisions, not just a single SCI2.1 version. This patch only
changes the parts of Sound code that are relevant to the correct
use of Audio32.
Fixes Trac#9736, Trac#9756, Trac#9767, Trac#9791.
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GK1 handles MIDI volume by changing the volumes of individual
sound objects, rather than by using the MIDI master volume. As a
result, the master volume needs to default to the maximum output
level in order for GK1 to play music at the correct volume.
This change does not affect earlier games, since SCI16 managed
MIDI volume via the master volume, and for these games the master
volume from ScummVM is synced at startup.
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The only SCI32 game that uses MIDI and does not support AdLib is
MGDX, and it its MIDI playback is currently broken regardless of
the synth setting.
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This fixes digital samples in at least QfG1, SQ3, LSL5. Bug #7159.
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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.
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- Detection works via signatures (couldn't find a better way)
- new kString subcalls were introduced SCI2.1 LATE
- kString now has signatures and is split via subcall table
- kString fix, so that KQ7 doesn't crash, when starting a chapter
- Sci2StringFunctionType removed, because no longer needed
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SCI1 sound resources can have an embedded priority. We now use that by
default, unless an explicit DoSound/SetPriority call overrides it.
Thanks waltervn.
This fixes relative priority of songs in at least PQ3 room 29.
Also increase savegame version to 33.
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For playBed songs, SCI1early remappers didn't unmap the entire song when
there weren't enough voices for a channel. Thanks waltervn.
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Previously, it would only sort if a song wasn't already in the playlist.
Since initSound already adds it, this effectively prevented the list
from being sorted.
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The playBed option is not handled yet, only stored. This increases
the savegame format version.
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It may or may not matter for a driver's voice mapping.
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Calling kDoSound(play) on a sample will stop currently playing sample
Fixes Space Quest 5 air-lock sound issue (bug #6464)
Thanks to wjp for tracking the issue down
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This fixes the first Patti dream sequence piano song in LSL5 room 320.
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Thanks to digitall for testing.
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This adds MIDI state tracking to allow channels to be temporarily
unmapped and later re-mapped when there are free device channels
available again.
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add workaround for eq2
the issue is known, but can't be properly fixed without rewriting the midiparser into a channel specific parser
previous commit caused issues in kq5/french and others
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we start at offset 10 for sound SCI1 games. This is hardcoded in the interpreter. Also removing not handling signals on tick 0. This fixes Eco Quest 2 / Gonzales dancing in room 530. Thanks to wjp for the help.
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properly for longbow intro
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This tweaks a fix/workaround (commit 96540686) for bugs #3266480 and #3041738.
Also add CHECKME to verify the accuracy of this workaround further.
This fixes the regressions #3291115, #3555404, #3596335 and #3610063.
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This demo doesn't have any music, and the original doesn't work with any sound
driver, so don't error out when the sound driver can't be initialized properly
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Fall back to the DOS soundtracks in Windows CD versions if the user picks
a non-General MIDI music device, as the Windows tracks only contain MIDI
music
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SoundCommandParser
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A regression from commit 9654068
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Mixed up mother goose is reported not to use that driver and even crash when trying to use it.
Play Id and instrument patch id seem to be different.
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(Driver channels would get reserved via the 0x4b control, but they would never get released)
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