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path: root/engines/sci/sound/soundcmd.cpp
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2014-06-01SCI: Silence a gcc conversion warningMatthew Hoops
2014-02-18SCI: Make GPL headers consistent in themselves.Johannes Schickel
2013-11-23SCI: Make fade signal version check more preciseWillem Jan Palenstijn
2013-11-23SCI: Fix SCI1late fade complete signalWillem Jan Palenstijn
This fixes duplicate music playing in LauraBow2CD (#6462)
2013-09-21SCI: abbrev. ffs to FE and priority check fixm-kiewitz
2013-09-21SCI: sfx/music priority int16 fixes bug #3615038m-kiewitz
it seems that sound system up till SCI0_LATE uses int16, afterwards it seems they changed to byte main music object (conMusic) in Laura Bow 1 uses -1 as priority. This was truncated to 255 till now, which resulted in many sound effects not getting played, because those used priority 0
2013-06-19SCI: Implement the 4-param version of kDoSoundSendMidi - bug #3614447Filippos Karapetis
Many thanks to wjp for his help with disassembly
2013-06-18SCI: Add note about LSL1vga DoSoundSendMidiWillem Jan Palenstijn
2013-04-28SCI: Change wording for a function referenceFilippos Karapetis
2013-04-27SCI: Change wording for bug/further info referencesFilippos Karapetis
2013-04-19SCI: Replace workaround for bug #3605269 by script patchWillem Jan Palenstijn
2013-04-07SCI: Add signal/fade related CHECKMEWillem Jan Palenstijn
2013-04-06SCI: Minor cleanupWillem Jan Palenstijn
(Thanks waltervn)
2013-04-06SCI: Further clarify commentWillem Jan Palenstijn
2013-04-06SCI: Clarify commentWillem Jan Palenstijn
2013-04-06SCI: Revert "Fixed fading-related bugs #3267956 and #3041738"Willem Jan Palenstijn
This reverts commit bfef0f5a6fabdef5bb42cffd8b078d4511cf2a80.
2013-04-06SCI: Re-initialize more of MusicEntry on playWillem Jan Palenstijn
This fixes bug #3267956.
2013-04-06SCI: Revert "Added a more specific workaround for bug #3267956.[...]"Willem Jan Palenstijn
This reverts commit 5654e1257551bf176c7fd06c756612bec3d79033. Conflicts: engines/sci/sound/soundcmd.cpp
2013-04-06SCI: Revert "Clarify comment from rev 5654e12 further"Willem Jan Palenstijn
This reverts commit 9f74a6eda2355bb09b9b963be41509ed67016a6c.
2013-04-06SCI: Revert "Fix script bug #3555404 - "SCI: KQ6 Spider Scene Game Freeze""Willem Jan Palenstijn
This reverts commit 8524ebd699254a6786033f0e41b9a45c563feb11.
2013-04-06SCI: Revert "Properly fix bugs #3267956 and #3605377"Willem Jan Palenstijn
This reverts commit 17ca8d14b1e0d1960485029878c728ef4d6d6132, except for a minor unrelated change to the workaround for bug #3605269 Conflicts: engines/sci/sound/soundcmd.cpp
2013-04-06SCI: Revert "Add a hack to fix bug #3596335"Willem Jan Palenstijn
This reverts commit f019d5a4881c8ee42fa36ef0613d9e82b3b36297.
2013-04-05SCI: Revert "Add a more generic solution for the problem found in bug #3605269"Willem Jan Palenstijn
This reverts commit c6320a28e483e52b489cae8e86774008e030492b. SSCI does not interpret signals on other channels than 15. Conflicts: engines/sci/sound/soundcmd.cpp
2013-04-04SCI: Add a hack to fix bug #3596335Filippos Karapetis
Game scripts are waiting indefinitely for a song, thus we change its dataInc selector to prevent that from happening
2013-04-04Properly fix bugs #3267956 and #3605377Filippos Karapetis
SCI: Only stop after fading, if the song to be faded is faded down. Also, reset the song signal when fading starts. It was set to -1 when fading started in bug #3267956, thus it stopped immediately.
2013-04-02SCI: Add a more generic solution for the problem found in bug #3605269Filippos Karapetis
We now accept signals from all channels if channel 15 is missing. This is a very rare edge case, but our behavior is now somewhat closer to what the original interpreter seems to be doing. Mordack's appearance animation is now synced properly. The more generic workaround works for songs 1840 and 1843, but not for 1849, which is still problematic and we still resort to manually changing its dataInc selector
2013-04-01SCI: Set the song's sound queue signal to -1 when stopping a sound, like ↵Filippos Karapetis
SSCI does Previously, we set the signal of the sound objects themselves to -1, but set the sound queue's signal to 0. This now matches the original behavior.
2013-04-01SCI: Fix bug #3605269 - "SCI: KQ5 Windows CD - Game Hangs Before Final Battle"Filippos Karapetis
This is caused because songs 1840, 1843 and 1849 are all missing their special SCI signaling channel (channel 15), so the game scripts wait indefinitely for signals which are never set
2013-03-29SCI: Stop and clear sounds that have no data. Fixes an issue in KQ6 MacFilippos Karapetis
Thanks to waltervn and clone2727 for the original patch. Tested LSL5 with this change, and the problematic sound in the mud wrestling scene is handled correctly
2013-01-29SCI: Use correct priority selector in SoundCmdWillem Jan Palenstijn
It was using 'pri' instead of 'priority', apparently due to a selector number->name translation error from 544daa5c31. Thanks to waltervn for spotting this.
2012-10-22SCI: Fix bug #3578335 - "SCI: Mixed-Up Mother Goose EGA - crash upon ↵Filippos Karapetis
choosing kid" In several SCI0 games, the parameter to kDoSoundFade can be null. We handle that case, instead of adding individual workarounds per game
2012-08-20SCI: Set the correct audio type for SCI1.1 sound effects, fixing bug #3554709Filippos Karapetis
Now, sound effects in SCI1.1 games will no longer be incorrectly using the speech sound volume. This avoids them being silenced in floppy games that are flagged as not having speech. Fixes bug #3554709 - "SCI: Digital SFX don't play when Override Global Audio set"
2012-08-20SCI: Fix script bug #3555404 - "SCI: KQ6 Spider Scene Game Freeze"Filippos Karapetis
2012-06-26SCI: Remove a music fading hack used for the intro of LongbowFilippos Karapetis
2012-06-18SCI: Add setter/getter methods to reg_t'sFilippos Karapetis
No functionality change has been made with this commit. This avoids setting and getting the reg_t members directly, and is the basis of any future work on large SCI3 scripts (larger than 64KB)
2012-03-31ENGINES: Return all available custom GUI options if no target is specifiedFilippos Karapetis
This is used to set default settings for all custom game options when an engine starts
2012-03-25SCI: Hook up the digital SFX and CD audio optionsFilippos Karapetis
The relevant code wasn't added in the newer commits - this was an oversight from my part
2012-03-05SCI: Fix GK1 demo soundsMatthew Hoops
This is a regression from 9fd66deb43a8ba1bd7b423cb6fe2b7177af74166 and, despite the commit message, was *not* fixed by 1736345906af095c863a62ded2638ce92c2a0704
2011-12-28SCI: Always prefer digital sound effects to prevent confusion to usersFilippos Karapetis
This toggle will be enabled again when a more user-friendly GUI option is possible
2011-12-28SCI: Rename _bMultiMidi to _useDigitalSFX and only initialize it inside ↵Filippos Karapetis
SoundCommandParser
2011-10-20SCI: The demo of GK1 has no alternate sound effects.Filippos Karapetis
This fixes the sound effect heard in the "Day 1" screen
2011-10-13SCI: Updated a comment inside processPlaySound()Filippos Karapetis
2011-10-12SCI: Fixed a long-standing bug in kDoSound(init)Filippos Karapetis
The sound handle should not be set in kDoSound(init), but in kDoSound(play). This is verified against several SCI versions, plus game scripts check if a sound slot is playing primarily by checking its handle. Fixes the sound in Shivers and probably an assortment of other sound related bugs
2011-10-10SCI: Mixed Adlib/MIDI mode for audio resources should always be enabled in SCI32Filippos Karapetis
2011-10-10SCI: Fixed menu music in GK1 when multi MIDI is disabledFilippos Karapetis
A regression from commit 9fd66de
2011-09-26SCI: Changes to the sound resource initialization codeFilippos Karapetis
- Unified the sound resource initialization code in processInitSound() and reconstructPlayList() - Now checking the "Mixed Adlib/MIDI" mode checkbox for SCI1.1 digital audio sound effects, like it's done for SCI0 - SCI1 sound effects. If it's unchecked, their MIDI counterparts will play instead, if available
2011-09-24SCI: Always reset hold when starting a new song. Fixes bug #3413589 - "SCI: ↵Filippos Karapetis
KQ6CD: Game stops responding in the catacombs" kDoSoundSetHold is always called after kDoSoundPlay. A regression from commit 4f3b85f4efc05affb7b4a7080e349360a3352048
2011-09-23SCI: Fixed bug #3413301 - "SCI: KQ6CD: Game stops responding at the bookworm"Filippos Karapetis
2011-08-25SCI: Fixed bug #3392767 - "SCI: SQ4 (English/CD/Win): Engine Abort In ↵Filippos Karapetis
Timepod Hangar" This bug only manifested in the Windows version of SQ4CD. Some Windows MIDI music tracks are missing from room 530, which messed up the animations in that scene, and led to a crash. Moved the code that obtains the song number from an object into a separate function. Also, fixed a bug in kDoSoundSetPriority().
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke