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2018-08-28SCI: Fix typoFilippos Karapetis
2018-08-27SCI: Load the correct sound effects in Hoyle 4Filippos Karapetis
Fixes bug #10412
2018-08-21SCI32: Ignore invalid kernel call when toggling the music in Hoyle 5Filippos Karapetis
2018-03-28SCI: Added overried specifiersEugene Sandulenko
2017-12-03SCI: Avoid buffer overflow in amigamac sound driverWillem Jan Palenstijn
By default, frac_t is interpreted as signed. The resulting range isn't large enough to store offsets, so we interpret it as unsigned here instead. Fixes a crash in QfG1/Mac where instrument->loop_size is 49457.
2017-11-11SCI32: Fix integer overflow calculating audio durationColin Snover
Due to the need to calculate the audio duration with millisecond precision from the file size, it is possible to overflow a 32-bit integer in games with long background audio loops, like RAMA, during the calculation of the duration. It is also not necessary to give some framerate here, so eliminate the unnecessary explicit Timestamp construction with the second argument.
2017-10-06SCI32: Rewrap comments to 80 columns in SOL decoderColin Snover
2017-10-06SCI32: Fix music volume not being restored after speech in TorinColin Snover
This was a regression introduced by d556dcc57bf50a03d81ab7a1ef59a9e5758465bf.
2017-10-06SCI32: Clean up Audio32Colin Snover
* Rewrap comments to 80 columns * Remove resolved TODOs * Use containers and smart pointers where appropriate
2017-10-04SCI: Set default MT-32 reverb before each soundRuud Klaver
Set the default reverb configuration present in either the MT-32 patch data or MT32.DRV of SCI0 games before playing each sound, as a previously played sound may have changed it. Also, do not perform a general reverb init, since the start of a sound will do that now. Closes gh-1023.
2017-10-04SCI: Play MIDI version of SCI0 sound resource if user prefers itRuud Klaver
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.
2017-09-27SCI32: Implement SCI3-variant volume handlingColin Snover
Trying to find differences in Lighthouse's audio sample playback, I discovered that SCI3 had its own variant of handling volumes and sending this volume information back to game scripts. It is not known if this fixes any sound bug.
2017-09-24SCI32: Implement per-channel audio panningColin Snover
Used by RAMA, in various places, starting with the refrigerator at base camp after the cable car at the beginning of the game.
2017-09-25SCI: SQ4: Now using additional and enhanced Win3.11 samplesMartin Kiewitz
Which were originally only played, when using the Windows interpreter. Afaik the DOS interpreter was incapable of playing more than 1 sample at a time, which was probably the reason why Sierra only added these for the Windows interpreter. For example a sample is now played, when points are awarded. Those samples are currently used all the time and will also enhance the game, when platform DOS is chosen. In case someone wishes to opt-out of this, we could add a game specific option. We do something like this for Space Quest 3 already, that's why I don't see a reason to add a game option right now.
2017-09-19SCI32: Add audio dump debugger commandColin Snover
2017-09-12SCI: Omit SysEx delays when sending to MT-32 emulatorColin Snover
Real MIDI devices, and MT-32 in particular, need delays between SysEx messages to ensure sufficient time to receive and process the incoming data buffer. Sending too much data too quickly to these devices can cause them to crash with a buffer overflow. The MT-32 emulator, on the other hand, has no problem receiving SysEx data instantly, so skipping the delays means that games that send lots of data to the MT-32 will start up much faster.
2017-09-10SCI: Remove dead codeColin Snover
2017-09-10SCI32: Fix bad audio loopingColin Snover
Fixes Trac#10182.
2017-09-09SCI32: Fix Phant2 movie-vs-game playback volumesColin Snover
This update should give the game the default mix it receives in Windows. If necessary, the half-volume audio bug in the DOS interpreter can be added as an additional hack for this game, since there are still some sub-par audio mixes that might need additional correction (like Curtis talking to Blob when taking her out of the cage in his apartment at the start of the game) which were also bad in the Windows version of the game. Fixes Trac#10165.
2017-08-26SCI32: Fix SFX volume being misapplied to music & speech in some gamesColin Snover
This was happening in games with game scripts that control the master volume themselves by applying the master volume to each channel sent to the kernel, instead of relying on the kernel to manage the master volume for them.
2017-07-30SCI32: Make sure audio is not paused from the futureColin Snover
This can occur when a save game from the past is loaded and the audio system was paused prior to loading the save game. This was fixed eventually in SSCI somewhere around GK2, since it pauses all audio before restoring a game and then resumes it after the save game is loaded (after all of the audio channels have been added from the save game). Since this would seem to be a problem for earlier games as well, this change is applied universally instead of being conditionally applied only to the games with interpreters containing this change. This patch contains some additional sanity checks that emit warnings if individual channels end up being started from the future. There was never such checking in SSCI, and it does not seem likely to ever happen, but it is unclear right now if this is an actual problem or not.
2017-07-23SCI32: Emit a warning when an audio resource cannot be foundColin Snover
Refs Trac#9976.
2017-07-17SCI32: Destroy audio streams in Audio32 using DisposeAfterUse flagColin Snover
Since Resource::makeStream returns a MemoryReadStream which will not attempt to free the resource memory, it is fine to always dispose those streams and get rid of the separate resourceStream property, which was a holdover from some past WIP resource design which no longer exists.
2017-07-17SCI32: Fix stream leaks in Audio32/SOLStreamColin Snover
makeSOLStream was leaking the SeekableSubReadStream object it creates itself if it was not called with DisposeAfterUse::YES. That substream is an implementation detail which should not rely on the caller to be destroyed.
2017-07-17SCI32: Fix playback of looped audioColin Snover
This fixes at least Lighthouse audio 808 in room 270, and audio 801 in room 810.
2017-07-07SCI32: Force General MIDI for games that support nothing elseColin Snover
* 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.
2017-07-07SCI32: Fix missing music in MGDXColin Snover
GM patch data is the same across all SCI32 games.
2017-06-18SCI32: Forward OLDDPCM8 parameter instead of using an if-elseColin Snover
Thanks @OmerMor for pointing out this improvement.
2017-06-18SCI: Fix looping of sounds that are not initialized yetColin Snover
This fixes at least the character selection screen in QFG4CD, where the sound for the torches is supposed to loop, but wasn't because kDoSoundSetLoop would bail out before setting the loop property on the soundObj.
2017-06-18SCI: Switch SCI2 games to use Audio32Colin Snover
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.
2017-06-18SCI32: Minor tweaks to improve code clarity & consistencyColin Snover
2017-06-18SCI32: Fix Audio32 mix volumesColin Snover
The previous code for attenuating audio channels was not accurate, so samples were quieter than they were supposed to be when mixed together. Robots were also being mixed without attenuation, which was incorrect.
2017-06-17SCI32: Support old-format 8-bit DPCM coding for SCI2Colin Snover
2017-06-17SCI32: Implement engine-accurate DPCM overflow behaviourColin Snover
DPCM decompression algorithms in SSCI operate directly on 8- and 16-bit registers, so any sample that ends up being out-of-range during decompression gets wrapped by the CPU, not clipped. This does not fix any known problem with AUD files, but there are some VMDs (e.g. GK2 5280.VMD) which are known to contain OOR samples. Making this code more accurate should prevent trouble with any other similar files.
2017-06-09SCI: Return the original master sound volume when mute is onColin Snover
2017-06-09SCI32: Implement kLock & kDoAudio(1) for SCI32Colin Snover
1. Unlocking all resources of a type using a resource ID of -1 is gone in SCI32; 2. Audio locks need to be serialized starting in GK2 for the game's modified kDoAudio(1) call; 3. Audio locks in SCI3 must work more like SSCI, since at least Lighthouse's `BackMusic::fade` method will attempt to unlock audio that was never locked by a script. In SSCI (and now in ScummVM too) this is a no-op; previously in ScummVM, it would remove Audio32's own lock on the audio resource, resulting in a use-after-free; 4. kDoAudio(1) starting in GK2 returns the number of active *not-in-memory* channels being played, not the total number of active channels. Fixes Trac#9675.
2017-06-09SCI: Lock Audio resource types when digital SFX is enabledColin Snover
This seems to have been added in SCI1.1 and continued through SCI32; older games with digital SFX (like KQ5CD) did not convert the resource type in kLock. This is not known to fix any problem, but was a noted difference in the implementation between ScummVM and SSCI.
2017-06-09SCI32: Fix include pathColin Snover
2017-05-10SCI: Remove unused Robot code from SCI16 audio codeColin Snover
2017-04-23SCI32: Add debugger command to list digital audio samplesColin Snover
2017-04-23SCI32: Fix race conditions in Audio32Colin Snover
2017-04-23SCI32: Fix audio playback with monitored channel in SCI3Colin Snover
SCI3 changes the way that monitored channel works. In SCI2/2.1, when a channel is monitored, it is the only audible channel. In SCI3, monitored channels mix normally. This is very noticeable in LSL7, where music disappears totally during speech if the monitored channel is the only channel played back.
2017-04-23SCI32: Fix missing break statementColin Snover
2017-04-21SCI: Improve audio volume & settings sync codeColin Snover
This patch includes enhancements to the ScummVM integration with SCI engine, with particular focus on SCI32 support. 1. Fixes audio volumes syncing erroneously to ScummVM in games that modify the audio volume without user action (e.g. SCI1.1 talkies that reduce music volume during speech playback). Now, volumes will only be synchronised when the user interacts with the game's audio settings. This mechanism works by looking for a known volume control object in the stack, and only syncing when the control object is present. (Ports and planes were researched and found unreliable.) 2. Fixes audio syncing in SCI32 games that do not set game volumes through kDoSoundMasterVolume/kDoAudioVolume, like GK1, GK2, Phant1, and Torin. 3. Fixes speech/subtitles syncing in SCI32 games that do not use global 90, like LSL6hires. 4. Fixes in-game volume controls in SCI32 games reflecting outdated audio volumes when a change is made during the game from the ScummVM launcher. 5. Fixes SCI32 games that would restore volumes from save games or reset volumes on startup, which caused game volumes to be out-of-sync with ScummVM when started. 6. ScummVM integration code for audio sync has been abstracted into a new GuestAdditions class. This keeps the ScummVM- specific code all in one place, with only small hooks into the engine code. ScummVM integrated save/load code should probably also go here in the future. Fixes Trac#9700.
2017-04-16SCI: Improve MidiParser_SCI robustness against bad sound resourcesColin Snover
1. KQ4 sound 104 has an extra 0xFC (MIDI Stop command/kEndOfTrack) at the end of the resource, which causes an out-of-bounds read because the filtering loop continues after the first 0xFC and unconditionally attempts to read 2 bytes (expecting there to always be a delta value + a command, whereas in this file there is only another kEndOfTrack command). This is corrected by exiting the filtering loop when a kEndOfTrack is encountered and there is not enough data remaining in the resource to continue reading. 2. KQ5 sound 699 is truncated, which causes the parser to attempt to read past the end of the resource. This is addressed by adding bounds checks that exit the mix loop early if there is no more data available to read. This allows truncated sounds to be played as far as possible (previously, trying to read truncated resources would result in a fatal error). 3. midiMixChannels allocates an arbitrary amount of raw memory for the mixed MIDI sequence, without performing any bounds checking when writing to this memory, potentially leading to a crash or silent corruption of adjacent memory. This is mitigated by using SciSpan instead of a raw pointer for the mixed data. Fixes Trac#9727.
2017-04-14SCI: Fix speech in QfG IV on big endian platformsThierry Crozat
2017-03-30SCI32: Hack around MIDI parser causing stuck harp animation in KQ7Colin Snover
The eventual proper fix for this is to change the current MIDI parser to work the same as in SSCI, but for now this workaround allows the game to continue. Fixes Trac#9696.
2017-03-30SCI: Change default master MIDI volume to 15Colin Snover
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.
2017-03-30SCI32: Do not default to General MIDI for SCI2.1 gamesColin Snover
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.
2017-03-30SCI32: Fix audio, wave, VMD, Duck, CLUT, TGA, ZZZ, Etc patchesColin Snover
Specifically, audio patches are used in at least PQ:SWAT (40103.AUD), Lighthouse (9103.AUD), and the GK2 demo (300.AUD).