Age | Commit message (Collapse) | Author |
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We're clearly using 12 bytes, not 11.
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1. Remove _sc55 bool. All Roland GS-capable devices have MT-32 sound/drum maps, so they should always be used when _enable_gs is set.
2. Always enable _native_mt32 if Roland GS mode is selected. I don't know why I never did this originally, since _enable_gs is automatically disabled for SCUMM v6+ games that use General MIDI tracks instead of MT-32 music.
3. Set master tune for GS devices to 442.0kHz. This is the master tune setting for the MT-32.
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For old savegames, we now use a "dummy" iMUSE objet to skip the old
iMUSE save state. I had hoped to be able to do this without making
any changes to the iMUSE code itself, but I was unable to.
Also added note about how the save state for the new music will not
quite work if the mixer output rate changes. Personally, I'm not
too worried about that. It breaks, but it shouldn't break badly.
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This is a initial RE of the audio output Monkey Island 2 Mac uses. Support
for special sound effects is not in there yet.
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iMuse instrument.
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Albeit the code is marked as a hack inside the source, the original behaved
exaclty the same. If the code is removed the PC Speaker output will miss notes,
since unlike the original we only output to parts, which have an instrument set
up.
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This is *not* complete yet.
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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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1) Don't skip transpose setting in sysex command 0. There are only a few sounds where this setting is used (mainly sfx).
2) Make MI2 and INDY4 read certain player start parameters from the sound resource. The start parameters usually match our default parameters (exception: e.g. LeChuck's Fortress). The use of these parameters has been dropped in DOTT (they use default parameters like we do).
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- Revert guesswork fix for bug #761637 which caused bug #1315950
- Add missing clear_queue() call to stopAllSounds_internal(). This is taken from INDY4 / MONKEY2 disasm. Someone with a SAMXMAX or DOTT disasm might want to check whether this is correct for these targets, too.
- Old FOA savegames saved after the Dr. Ubermann death scene (= during the ending sequence) will still be bugged, since the messed up imuse trigger/command queue gets restored from the savegame.
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_resource member
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This uncovered at least one potentially serious bug in the inventory
code, which still needs to be investigated and fixed.
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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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This is a regression from r25630, which caused the code to send some garbage
data to the GS device, which resulted in some devices to fail with an
"Address Error." (like the Roland SC-55).
This might also fix bug #1927501 "GS option is broken". Even though actually
the device there failed with another error it is likely to be caused by the
same code. At least it is the only iMuse MIDI code change between 0.9.0 and
0.12.0, which might result in such a problem.
svn-id: r54727
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This is a first step towards getting rid of all uses of regular printf,
fprintf, vprintf, vfprintf, puts, fputs, etc. in our codebase.
The name format() reflects the purpose of the function, and parallels
String.format() in Java, boost::format, and others.
svn-id: r54004
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/ company.
Check this for reference:
http://en.wikipedia.org/wiki/Ad_Lib,_Inc.
http://www.crossfire-designs.de/images/articles/soundcards/adlib.jpg (note the upper left of the card)
This commit does not touch "adlib" and "ADLIB" uses!
Also it does not update all the SCUMM detection entries, which still use "Adlib".
svn-id: r47279
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svn-id: r46143
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minor change.
svn-id: r46081
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the base class does not have that virtual function anymore. Code moved to the destructor.
svn-id: r43714
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overflow along with it.
svn-id: r43445
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said the timer changes fixed it. This time, I've made the workaround a bit
simpler to understand, though.
svn-id: r30429
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svn-id: r30419
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been updated.
svn-id: r28966
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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particular, we now always do so w/o framing the message (documented this with a Doxygen comment in the MidiDriver class)
svn-id: r25630
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Rapp is instantiating isn't synchronized"). I don't know if our timing is off,
or if it's just a case of overly optimistic scripting, but the pause / unpause
music instructions are issued in the wrong order.
svn-id: r24726
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svn-id: r24682
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svn-id: r24680
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it in several calls to avoid duplication!!11!
svn-id: r21607
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svn-id: r21441
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removes all game-specific references from the Player class. Bloodshed Dev-C++ project file updated.
svn-id: r21241
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svn-id: r21107
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svn-id: r21106
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* IMuse is no longer a concurrency front-end.
* IMuseInternal now derives from IMuse.
* Common::StackLock used to protect thread-sensitive interface methods (same as IMuseDigital).
* clear_queue() included in stopAllSounds() so it can be removed from the public interface.
* Game ID now specified at init using property().
* Timer callbacks receive a struct containing IMuseInternal and MidiDriver refs, instead of just the latter.
* OSystem pointer from init is now cached and used instead of global.
All references to the g_system and g_scumm globals are now gone. BOOYAH!
Tested with MI2, DOTT and S&M, under Windows, in Native MIDI, Adlib, and Mixed modes. No regressions or concurrency issues observed. Manifestations of the latter are the biggest concern at this point.
svn-id: r21104
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svn-id: r21086
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Dev-C++ project file at the same time.
svn-id: r21085
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getSoundStatus method. The disposition of this method is going to be changing soon, and I'm getting confused by the assumptions being made by many of the calls to it.
svn-id: r21080
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svn-id: r21023
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