Age | Commit message (Collapse) | Author |
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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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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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LB1 Amiga doesn't contain MT-32 music tracks. Added a warning for this
situation
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Some backends may break as I only compiled SDL
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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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Thanks to LordHoto and the trusty -Wunused-but-set-variable option :)
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This is used in another version of KQ4 early (0.000.274)
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MKID_BE relied on unspecified behavior of the C++ compiler,
and as such was always a bit unsafe. The new MKTAG macro
is slightly less elegant, but does no longer depend on the
behavior of the compiler.
Inspired by FFmpeg, which has an almost identical macro.
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Hopefully, this will fix some of the oddities happening because of music fading
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Many engines follow the advice in audio/midiparser.h and create a
"pseudo-MidiDriver" subclass. But MidiParser really only needs a tiny
subset of the MidiDriver capabilities, namely those found in
MidiDriver_BASE. So we try to subclass from that whenever possible; this
allows us to remove many stub methods, and enables further future
simplifications.
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This in turn enables modifying MidiDriver_MPU401::close() to allow
it to be called on a midi driver that has not yet been opened.
The specific issue that triggered me to make these changes was a
crash-upon-quit in HUGO, caused by it instantiating a midi driver,
then encountering an error (missing hugo.dat) *before* having
opened the new midi driver; the general cleanup code then tries
to close the (not yet opened) midi driver -> kaboom
Also fixed some engines which were leaking MidiDriver instances.
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Fixes a crash in LSL3 Amiga
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SysEx messages in the driver are usually the result of a bug which should
be investigated and not silently ignored
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This was a signed/unsigned issue. Also fixed compilation when DEBUG is
enabled. Thanks to waltervn for his help on this.
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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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This renaming allows us to better distinguish that this version is for games
that only had an EGA version, and avoid confusion with newer SCI1 game releases
with EGA graphics (e.g. KQ5 EGA). The only game with this SCI version is QFG2,
a SCI1 EGA game with a parser. Also, added some games for each SCI version.
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driver, thanks to waltervn
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early (bug #3192627)
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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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are only
needed in SCI0 early games, which didn't include separate sound patch resources. Thanks
to waltervn for the information he supplied
svn-id: r55875
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svn-id: r55850
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svn-id: r55818
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- Added WIP robot sound support (which has pops between each frame for some reason)
- Now handling a lot of previously ignored fields
- Now handling the chunk before the palette chunk properly. Fixes some v6 videos
- Added known robot related TODOs
svn-id: r55793
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- The code now streams videos instead of loading them in memory, without utilizing seeking
- Removed the sound-related robot code from the graphics classes
- Started implementing the code for the sound in robot videos (still not finished)
svn-id: r55772
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svn-id: r55716
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svn-id: r55247
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svn-id: r55246
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