Age | Commit message (Collapse) | Author |
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It was never quite clear exactly what "drafts fix" did. It wasn't
guaranteed to work on all versions of Loom - or at all - and I
haven't heard any reports about the data structure getting
corrupted for years.
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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.
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For old savegames, we now use a "dummy" iMUSE objet to skip the old
iMUSE save state. I had hoped to be able to do this without making
any changes to the iMUSE code itself, but I was unable to.
Also added note about how the save state for the new music will not
quite work if the mixer output rate changes. Personally, I'm not
too worried about that. It breaks, but it shouldn't break badly.
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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...
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We no longer use iMuse for MI1 Mac so this never happens. The Mac
player can only play one song at a time, so it should be all right.
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Apparently we cannot (portably) call virtual functions from the
constructor, so initialization has been moved to a separate function.
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Try the Mac OS Roman form, the UTF-8 form and the filename without
any trademark glyph.
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Excplicitly cast to int to avoid a warning that I don't get, but
which clone2727 does. At least, I hope it avoids the warning.
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As clone2727 pointed out, the default case handles Loom. I guess it
was a special case before to *prevent* it from trying to play the
sound, and to keep some comments about the format.
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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.
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It turns out that playing the Mac Loom music isn't particularly
different from playing the Monkey Island 1 music, except the data
layout is a bit different and there's no per-note volume.
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Otherwise it may crash if you quit before any instruments have been
loaded. Oops.
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This is based on the old Mac0-to-General MIDI conversion that we used
to do (and which this patch removes), as well as the code for playing
the Monkey Island 2 and Fate of Atlantis Macintosh music. I'm not sure
how accurate it is, particularly in tempo and volume, but at this
point it seems to work pretty well. Looping music is perhaps a bit
off, but it was before as well.
There is an annoying drawn out note in the music when you're following
the shopkeeper, but that appears to have been there in the original as
well.
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This fixes a regression in V1/V2 games when no actor direction
is set (like the Shuttle Bus scene in Zak V2). The regression
was caused by commit de0b5f76749add219a6b667d5d2d69fb8a86d959.
Thanks to digitall for his bisecting work, which aided a lot in
finding the actual issue for this bug
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This is an initial implementation and does not implement the differences
in voice allocation.
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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This should help identify incorrect dumps/file naming like what (probably)
happened in bug #3570973
"FOA: Doesn't start anymore after adding Mac sound support".
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Pegasus engine (The Journeyman Project: Pegasus Prime)
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Shouldn't be used with MI1
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Formerly it wasn't used when the user selected a MIDI output in the options.
Thanks to clone2727 for noticing.
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This also increases the savegame version, since it introduces a new
Instrument subclass.
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This is a initial RE of the audio output Monkey Island 2 Mac uses. Support
for special sound effects is not in there yet.
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The original does not do this either.
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Conflicts:
AUTHORS
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refactoring stack space more easily
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Conflicts:
AUTHORS
devtools/credits.pl
gui/credits.h
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VideoDecoder upgrade & partial rewrite
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and Luther's Maze Madness.
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Madness.
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The condition for setting up the scene when encountering Father
Torque had been accidentally inverted, so the function was called
over and over (presumably causing the scene to stall), insead of
just once. I don't know much about INSANE, but sev has confirmed
that this is the correct fix.
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OSYSTEM: Use void buffers for screen/overlay/mouse buffers and proper pitch values for overlay code
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COMMON: Add tm_wday to our TimeDate struct
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