Age | Commit message (Collapse) | Author |
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svn-id: r54148
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This commit contains the AudioCDManager changes from the gsoc2010-opengl
branch. The other changes in that branch are restricted to the backends
directory only (plus configure).
The Nintendo DS and Dreamcast ports still need to be ported over to
the new Audio CD system, but that should be fairly easy to do.
svn-id: r54147
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svn-id: r54037
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svn-id: r53986
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- MT-32 Castanets -> GM Claves
- MT-32 OneNoteJam -> GM Celesta
- MT-32 JungleTune -> GM Pan Flute
For PQ3 (from rev #53902, not in the commit description):
- MT-32 Warm Pad -> GM Pad 2 (warm)
Thanks to digitall and waltervn for their help with these
svn-id: r53907
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header file
svn-id: r53906
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svn-id: r53904
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Also, the dynamic mappings are now checked before the static ones
svn-id: r53903
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- Changed C - style comments in map-mt32-to-gm.h to C++ - style comments
- Added a new dynamic MT-32 -> GM mapping, complementary to the normal one, which can be done on the fly using the new console command "map_instrument"
- The "show_instruments" command has been moved to the music section and now displays the instruments of the game which aren't in the MT32-> GM mapping
svn-id: r53902
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thx to ajax16384
svn-id: r53613
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This includes an rather hacky attempt to merge all the recent gp2x backend
changes into the branch. I suppose the gp2x backend and probably all new
backends, i.e. gph, dingux etc., might not compile anymore.
Since I have no way of testing those it would be nice if porters could look
into getting those up to speed in this branch.
svn-id: r53399
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svn-id: r53060
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svn-id: r52871
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svn-id: r52802
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svn-id: r52784
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svn-id: r52781
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svn-id: r52768
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svn-id: r52726
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svn-id: r52662
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svn-id: r52655
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svn-id: r52634
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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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svn-id: r52595
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svn-id: r52569
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now "score" is halfway playing, but it's cut so only "s" is played. Needs to get further investigated
svn-id: r52568
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The MT-32 <-> GM mapping has only been worked on for
SCI0/SCI01 games. Throw a warning when the user
chooses GM in a SCI1 game, and there is no after
market GM support from Sierra for this game
svn-id: r52505
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the game IDs we use
svn-id: r52504
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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: r52471
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svn-id: r52470
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ID 7 or 12 should be used. Fixes the GM music in the demo of QFG3, which is using an in-between version of SCI1 and SCI1.1
svn-id: r52211
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updating of song queues ourselves. Newer games handle signaling on their own, thus we shouldn't interfere with this. Fixes bug #3045913 - "PHARKAS CD: Crash at the start menu" (a regression from rev #52043)
svn-id: r52195
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svn-id: r52184
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svn-id: r52183
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svn-id: r52108
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fixes laura bow 1 when knocking at the door in the attic, scripts wait for 0xb in that case, sound resource sets 0xb and then immediately ends. This resulted in the scripts only getting the termination signal, so they waited endlessly. (bug #3042981)
svn-id: r52043
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but pausing looped samples only
fixes "I'm melting" sample in sq1 death (bug #3038048)
added detailed comment about this change
svn-id: r51985
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svn-id: r51776
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svn-id: r51738
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svn-id: r51728
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instead we just ignore such channels. I'm not sure how sierra sci behaved in that case, they ignored channels as well, but maybe they removed them from earlier music
svn-id: r51715
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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: r51495
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we shouldnt react on hold midi data when no actual hold was called, fixes eq2/amulet problem (bug #3035392)
svn-id: r51482
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svn-id: r51460
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svn-id: r51369
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