Age | Commit message (Collapse) | Author |
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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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svn-id: r55086
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svn-id: r54478
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versions of EcoQuest, Jones, KQ5 and SQ4
svn-id: r54476
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the Windows version
svn-id: r54466
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svn-id: r54461
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- "Invalid" SCI reverb values (127) are properly handled now
- SCI kDoSound(reverb) sets the global reverb (renamed it accordingly)
- kDoSound(reverb) can also return the current reverb if no parameter is sent
svn-id: r54457
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svn-id: r54361
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svn-id: r52606
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hoyle4 has garbled audio data
svn-id: r52605
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fade in/out of samples
svn-id: r52604
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Sierra has released a patch adding after market General MIDI support for 8 SCI1
games (LSL1, LSL5, Hoyle 3, SQ1, SQ4, Eco1 floppy, Longbow and Fairy Tales). If
the user has selected the General MIDI music driver in one of these games and
no associated MIDI patch is found, show an informational dialog on game startup
in order to inform the user to download Sierra's MIDI patch, together with some
short instructions.
svn-id: r52500
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and merge it together with global volume, fixes bug #3053104)
svn-id: r52484
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svn-id: r52183
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svn-id: r51738
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svn-id: r51728
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kDoSound(Restore), called when restoring games
svn-id: r51661
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svn-id: r51589
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svn-id: r51460
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svn-id: r51178
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kDoSound(resumeAfterRestore) is called right after restoring a saved game for sound-sci0 games, we already resume playing music inside restore, so we don't need to implement this at all
svn-id: r51058
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