Age | Commit message (Collapse) | Author |
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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.
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(rework parts of the code + improve naming of variables/functions)
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This makes it conform to the original.
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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.
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Full name of the bug: "INDY3: Wrong sound when opening/closing doors (AdLib regression)".
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This makes sure that the currently playing music and sfx are resumed when
loading a save game.
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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.
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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.
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