Age | Commit message (Collapse) | Author |
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(Thanks waltervn)
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This reverts commit bfef0f5a6fabdef5bb42cffd8b078d4511cf2a80.
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This fixes bug #3267956.
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This reverts commit 5654e1257551bf176c7fd06c756612bec3d79033.
Conflicts:
engines/sci/sound/soundcmd.cpp
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This reverts commit 9f74a6eda2355bb09b9b963be41509ed67016a6c.
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This reverts commit 8524ebd699254a6786033f0e41b9a45c563feb11.
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This reverts commit 17ca8d14b1e0d1960485029878c728ef4d6d6132,
except for a minor unrelated change to the workaround for bug #3605269
Conflicts:
engines/sci/sound/soundcmd.cpp
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This reverts commit f019d5a4881c8ee42fa36ef0613d9e82b3b36297.
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This reverts commit c6320a28e483e52b489cae8e86774008e030492b.
SSCI does not interpret signals on other channels than 15.
Conflicts:
engines/sci/sound/soundcmd.cpp
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Game scripts are waiting indefinitely for a song, thus we change its dataInc
selector to prevent that from happening
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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.
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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
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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.
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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
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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
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It was using 'pri' instead of 'priority', apparently due to a
selector number->name translation error from 544daa5c31.
Thanks to waltervn for spotting this.
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choosing kid"
In several SCI0 games, the parameter to kDoSoundFade can be null.
We handle that case, instead of adding individual workarounds per game
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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"
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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)
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This is used to set default settings for all custom game options when an
engine starts
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The relevant code wasn't added in the newer commits - this was an
oversight from my part
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This is a regression from 9fd66deb43a8ba1bd7b423cb6fe2b7177af74166 and, despite the commit message, was *not* fixed by 1736345906af095c863a62ded2638ce92c2a0704
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This toggle will be enabled again when a more user-friendly GUI option
is possible
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SoundCommandParser
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This fixes the sound effect heard in the "Day 1" screen
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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
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A regression from commit 9fd66de
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- 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
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KQ6CD: Game stops responding in the catacombs"
kDoSoundSetHold is always called after kDoSoundPlay. A regression from
commit 4f3b85f4efc05affb7b4a7080e349360a3352048
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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().
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It's a bad idea to write comments when half asleep :P
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#3291115 - "KQ6: Game freezes when getting paper from web"
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While fast forwarding a song, disable its hold value together with any possible
sound looping, so that the song won't loop forever.
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Ignore requests to alter a song's hold value while it's being faded, and reset
a song's hold value when fading starts. This ensures that the song will actually
stop when fading is done and won't keep looping forever.
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that scene. Fixes the freeze in LSL6 (bug #3192166). Fading in KQ5 is unaffected by this.
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- bug #3037594: "KQ5: Music not fading when brigands leave temple"
- bug #3044844: "LONGBOW: Intro skips each first verse of song"
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