Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-02-04 | JANITORIAL: Fix code formatting | Eugene Sandulenko | |
2018-02-04 | SCUMM HE: Use Miles AdLib driver | nukeykt | |
2018-01-31 | SCUMM: Rename iMUSE save/load function to avoid confusing function hiding | Colin Snover | |
2018-01-31 | COMMON: Move VER macro for serializer into common code | Colin Snover | |
2018-01-31 | SCUMM: Replace UB-triggering serialization code with Common::Serializer | Colin Snover | |
Fixes Trac#10342. | |||
2017-11-12 | SCUMM: Fix race condition in MOD player | Colin Snover | |
Fixes Trac#6272. | |||
2016-11-19 | SCUMM: Fix more initialization | Eugene Sandulenko | |
2016-11-19 | SCUMM: Fix CMS player initialization | Eugene Sandulenko | |
2016-09-03 | JANITORIAL: Fix include statements | Eugene Sandulenko | |
2016-04-14 | JANITORIAL: Reduce audio header dependencies | Ori Avtalion | |
2016-04-14 | JANITORIAL: Reduce GUI header dependencies | Ori Avtalion | |
2016-03-16 | SCUMM: Slight renaming for clarification. | Johannes Schickel | |
2016-03-16 | SCUMM: 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. | |||
2016-02-15 | JANITORIAL: Typos detected with lintian & grep | Alexandre Detiste | |
2015-11-27 | SCUMM: Enforcing numbers to double | Eugene Sandulenko | |
2015-11-10 | SCUMM: WORKAROUND for bug #1873 INDY3 FMTOWNS: Music in Venice is distorted | athrxx | |
2015-11-09 | AUDIO: (FM-TOWNS) - cleanup euphony code | athrxx | |
(rework parts of the code + improve naming of variables/functions) | |||
2015-07-19 | SCUMM: Get rid of unused Audio::mixer references | Max Horn | |
2015-07-07 | AUDIO: Remove all AudioStream access to OPL | Matthew Hoops | |
2015-07-07 | SCUMM: Use the built-in OPL timer for Player_AD | Matthew Hoops | |
2015-07-07 | AUDIO: Remove the sample rate configuration from the OPL code | Matthew Hoops | |
2014-10-04 | SCUMM: Update list of files that contain translatable strings | Thierry Crozat | |
2014-06-22 | SCUMM: Do not let music reallocate its own channels in AD player. | Johannes Schickel | |
This makes it conform to the original. | |||
2014-06-22 | SCUMM: 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. | |||
2014-06-22 | SCUMM: Don't allow SFX to reallocate their own channels in AD player. | Johannes Schickel | |
2014-06-22 | SCUMM: Clear SFX channel when starting the SFX failed in AD player. | Johannes Schickel | |
2014-06-22 | SCUMM: Fix Indy3 AdLib door sfx. (See bug #6657) | Johannes Schickel | |
Full name of the bug: "INDY3: Wrong sound when opening/closing doors (AdLib regression)". | |||
2014-06-04 | SCUMM: 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. | |||
2014-06-04 | SCUMM: Implement simple seeking in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Slightly refactor music playback in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Only forward declare Serializer in music.h. | Johannes Schickel | |
2014-06-04 | SCUMM: Simplify voice channel allocation in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Fix typo in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Fix music looping in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Only stop music instead of all sounds in music handling of AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Make sound completely silent for volume level 0 in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: 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. | |||
2014-06-04 | SCUMM: Only reset rhythm state when music is stopped. | Johannes Schickel | |
2014-06-04 | SCUMM: Allow music and sfx to be played at the same time in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Only stop music when requested in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Let music in AD code use the same HW channel allocation as SFX. | Johannes Schickel | |
2014-06-04 | SCUMM: Dynamically allocate hw channels for SFX in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: 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. | |||
2014-06-04 | SCUMM: Clean up how SFX are stopped in the AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Properly unlock sound resources when reusing sfx slots in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Further cleanup in AD SFX code. | Johannes Schickel | |
2014-06-04 | SCUMM: Further refactor AD SFX code. | Johannes Schickel | |
2014-06-04 | SCUMM: Always work directly on Channel data in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Store hardware channel number explicitly in Channel structure in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Replace some more constants with named enum values in AD code. | Johannes Schickel | |