Age | Commit message (Collapse) | Author |
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This reverts commit 747ebffd17eb64423fd8fb321f9d803ec31105f4,
and adds a FIXME.
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This fixes the melody in Indy4's intro with the PC Speaker output.
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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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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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svn-id: r55850
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svn-id: r52792
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- Start rewriting audio code for FM-TOWNS versions of Loom, Indy3 and Monkey Island 1 using the recently added code in towns_audio.cpp (Zak should work the same way, but I can't test, since I don't own that one).
- All sound types (pcm, euphony and cd audio) now support volume and balance control (e.g. try walking into/out of the kitchen and opening/closing the door in the Scumm Bar in Monkey Island 1 or walking into/out of the circus tent).
- Pcm sounds now support proper loop start/end and note offsets (e.g. try out the hammer sound in the forge in LOOM for example).
- some other minor improvements
- The FM-Towns versions of Indy 4 and Monkey Island 2 are not affected. I don't have Monkey Island 2, but I presume that it will work like Indy 4. Adding support for these will be a separate task, since they work quite differently.
svn-id: r52198
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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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before freeing it, which isn't necessary.
svn-id: r46941
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minor change.
svn-id: r46081
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look at debug() and debugC(), since I'm really bored with this now. :-)
svn-id: r41061
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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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svn-id: r24681
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svn-id: r24680
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the linker dependency graph). Porters will have to update project files
svn-id: r23974
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NOT fix bug #1481383, even if that's where I heard about this problem.
svn-id: r22479
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svn-id: r21279
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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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on Bug 1088045.
svn-id: r21156
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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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response to iMuse SysEx command 0. Addresses Parts 2, 3 and 4 of the bug. (Part 4 not yet verified against referenced bug manifestation; awaiting testcase savegame.)
svn-id: r21039
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some SysEx client code.
Testing on Windows. Developers on other platforms, please verify integrity of music handling in your respective MidiDrivers.
svn-id: r20952
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runtime-selectable DEBUG_IMUSE category.
svn-id: r20950
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svn-id: r20801
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