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path: root/engines/scumm/player_mac.h
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2012-11-24SCUMM: Handle note value 1 as "hold current note" in MI1 MacTorbjörn Andersson
After listening to the original music in a Mac emulator (which unfortunately doesn't handle the music very well), I can only conclude that note value 1 means the note should continue playing. At first I thought maybe it was supposed to fade the current note, or perhaps change its volume, but I can't hear any traces of either. So I'm going to assume it just means "hold the current note", though for the life of me I cannot think of any valid reason for such a command. So it may be wrong, but it sounds closer to the emulator than it did before.
2012-11-18SCUMM: Prevent music channels from drifting out of sync in Mac MI1Torbjörn Andersson
In looped music, prevent the music channels from drifting out of sync over time. This was noticeable after a few minutes in the SCUMM Bar. We do this by extending the last note (which is just zeroes, so we didn't even use to play it) so that it has the exact number of samples needed to make all channels the exact same length. (This is calculated when the music is loaded, so it does not need any extra data in the save games, thankfully.) As a result, the getNextNote() is now responsible for converting the duration to number of samples (out of necessity) and for converting the note to a pitch modifier (out of symmetry). I made several false starts before I realized how much easier it would be this way.
2012-11-17SCUMM: Avoid "pops" at the end of the note in Mac MI1/Loom musicTorbjörn Andersson
At least on my computer, when the note ended abruptly there would be an annoying "pop" at the end. This was particularly noticeable at the end of the distaff notes in Loom. To get around this, fade out the last 100 samples. There's nothing magical about 100 in particular, but it's a nice even number and it should be short enough that it's never a noticeable part of the note, even at low sample rates.
2012-11-16SCUMM: Store sample rate in Mac MI1 / Loom savegamesTorbjörn Andersson
This keeps the music from breaking when loading a savegame that was made with a different sample rate than the current one. It also breaks all savegames made in the past eight hours, but I don't think it's necessary to maintain savegame compatibility within a pull request, as long as it still works with savegames made before it.
2012-11-15SCUMM: Save/load Mac music engine state for Loom and MI1Torbjörn Andersson
Note that while this removes _townsPlayer->saveLoadWithSerializer(s) it really shouldn't break anything because _musicEngine also points to the FM Towns player. Famous last words...
2012-11-14SCUMM: Move Mac player initialization to its own functionTorbjörn Andersson
Apparently we cannot (portably) call virtual functions from the constructor, so initialization has been moved to a separate function.
2012-11-14SCUMM: Move most of the Macintosh player code into its own classTorbjörn Andersson
The Monkey Island and Loom mac music is really quite similar. The data layout is a bit different, but most of the code was easy to separate into its own class. The Loom player doesn't do looped music but I don't remember off-hand if it ever should.