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2018-08-17JANITORIAL: Removing trailing spaces after int castsPaul Gilbert
2018-07-02SCUMM: Clarify workaround for Venice music in Indy 3 FMTOWNSAdrian Frühwirth
2018-06-01SCUMM: Ensure pointer returned by getResourceAddress() is usableAdrian Frühwirth
In some cases the pointer returned is used directly without further error checking. As most instances already assert() in this case this commit simply adds asserts where missing and deemed appropriate.
2018-05-05ALL: Use CLIP to clip volumesAdrian Frühwirth
2018-02-04JANITORIAL: Fix code formattingEugene Sandulenko
2018-02-04SCUMM HE: Use Miles AdLib drivernukeykt
2018-01-31SCUMM: Rename iMUSE save/load function to avoid confusing function hidingColin Snover
2018-01-31COMMON: Move VER macro for serializer into common codeColin Snover
2018-01-31SCUMM: Replace UB-triggering serialization code with Common::SerializerColin Snover
Fixes Trac#10342.
2017-11-12SCUMM: Fix race condition in MOD playerColin Snover
Fixes Trac#6272.
2016-11-19SCUMM: Fix more initializationEugene Sandulenko
2016-11-19SCUMM: Fix CMS player initializationEugene Sandulenko
2016-09-03JANITORIAL: Fix include statementsEugene Sandulenko
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-04-14JANITORIAL: Reduce GUI header dependenciesOri Avtalion
2016-03-16SCUMM: Slight renaming for clarification.Johannes Schickel
2016-03-16SCUMM: Check whether sound effects are active in Player_AD::getSoundStatus.Johannes Schickel
This fixes bug #7076 "LOOM: AdLib sound effect not stopped at Cygna's grave.". Original SCUMM (I checked Monkey Island EGA) implemented Sound::isSoundRunning by checking whether the sound resource of the requested sound id is locked. We use actual sound state inside the player.
2016-02-15JANITORIAL: Typos detected with lintian & grepAlexandre Detiste
2015-11-27SCUMM: Enforcing numbers to doubleEugene Sandulenko
2015-11-10SCUMM: WORKAROUND for bug #1873 INDY3 FMTOWNS: Music in Venice is distortedathrxx
2015-11-09AUDIO: (FM-TOWNS) - cleanup euphony codeathrxx
(rework parts of the code + improve naming of variables/functions)
2015-07-19SCUMM: Get rid of unused Audio::mixer referencesMax Horn
2015-07-07AUDIO: Remove all AudioStream access to OPLMatthew Hoops
2015-07-07SCUMM: Use the built-in OPL timer for Player_ADMatthew Hoops
2015-07-07AUDIO: Remove the sample rate configuration from the OPL codeMatthew Hoops
2014-10-04SCUMM: Update list of files that contain translatable stringsThierry Crozat
2014-06-22SCUMM: Do not let music reallocate its own channels in AD player.Johannes Schickel
This makes it conform to the original.
2014-06-22SCUMM: Change channel/slot (re)allocation strategy in AD player.Johannes Schickel
This makes sure that always the channel/slot with the lowest priority is reallocated in case none is free. This fixes some music oddities in Indy3.
2014-06-22SCUMM: Don't allow SFX to reallocate their own channels in AD player.Johannes Schickel
2014-06-22SCUMM: Clear SFX channel when starting the SFX failed in AD player.Johannes Schickel
2014-06-22SCUMM: Fix Indy3 AdLib door sfx. (See bug #6657)Johannes Schickel
Full name of the bug: "INDY3: Wrong sound when opening/closing doors (AdLib regression)".
2014-06-04SCUMM: Save/load music/sfx data in AD player.Johannes Schickel
This makes sure that the currently playing music and sfx are resumed when loading a save game.
2014-06-04SCUMM: Implement simple seeking in AD player.Johannes Schickel
2014-06-04SCUMM: Slightly refactor music playback in AD player.Johannes Schickel
2014-06-04SCUMM: Only forward declare Serializer in music.h.Johannes Schickel
2014-06-04SCUMM: Simplify voice channel allocation in AD code.Johannes Schickel
2014-06-04SCUMM: Fix typo in AD code.Johannes Schickel
2014-06-04SCUMM: Fix music looping in AD player.Johannes Schickel
2014-06-04SCUMM: Only stop music instead of all sounds in music handling of AD player.Johannes Schickel
2014-06-04SCUMM: Make sound completely silent for volume level 0 in AD code.Johannes Schickel
2014-06-04SCUMM: Fix volume levels when playing SFX and music at the same time in AD ↵Johannes Schickel
player. This sadly decreases the granularity of volume control since AdLib has far less distinct volume levels as we. However, having music and sfx at the same time increases the overall experience.
2014-06-04SCUMM: Only reset rhythm state when music is stopped.Johannes Schickel
2014-06-04SCUMM: Allow music and sfx to be played at the same time in AD player.Johannes Schickel
2014-06-04SCUMM: Only stop music when requested in AD code.Johannes Schickel
2014-06-04SCUMM: Let music in AD code use the same HW channel allocation as SFX.Johannes Schickel
2014-06-04SCUMM: Dynamically allocate hw channels for SFX in AD player.Johannes Schickel
2014-06-04SCUMM: Allow multiple SFX to be played at once with AD.Johannes Schickel
Actually, even before this change it was possible. However, since we formerly used the original channel specification it was not possible when two sfx were started on the same channel. Now we can play such sounds simultaneously again. This is a first step towards a AdLib support level we had when we tried to convert SFX to MIDI to play it through iMuse. However, now we still play the sound effects properly, i.e. they still sound like in the original.
2014-06-04SCUMM: Clean up how SFX are stopped in the AD player.Johannes Schickel
2014-06-04SCUMM: Properly unlock sound resources when reusing sfx slots in AD code.Johannes Schickel
2014-06-04SCUMM: Further cleanup in AD SFX code.Johannes Schickel