Age | Commit message (Collapse) | Author | |
---|---|---|---|
2014-07-05 | SCUMM: Remove empty line before license header. | Johannes Schickel | |
2014-07-04 | SCUMM: Add support for CD audio tracks in the Steam versions of Loom | Filippos Karapetis | |
Many Thanks to Ben Castricum for the original patch | |||
2014-07-03 | SCUMM: Add support for Steam versions of Indy 3, Indy 4, Loom and Dig | Filippos Karapetis | |
Many Thanks to Ben Castricum for the original patch | |||
2014-06-25 | SCUMM: Add UK Windows version of Freddi Fish 3. | Kirben | |
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 | |
2014-06-04 | SCUMM: Fix sfx resource unlocking in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Move notes into SFX channel structure in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Further SFX note related cleanup in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Only keep music data variable for music around in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Introduce symbolic names for channel/note states in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Slight cleanup in SFX register code in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Small cleanup in SFX note setup in AD code. | Johannes Schickel | |
2014-05-27 | ALL: Introduce typesafe Debugger::registerVar functions. | Johannes Schickel | |
This also adds a FIXME to SCI which registered an enum type as int... | |||
2014-05-27 | ALL: Make Debugger command function names conform to our guidelines. | Johannes Schickel | |
2014-05-27 | ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd. | Johannes Schickel | |
2014-05-27 | ALL: Rename Debugger::DVar_Register to Debugger::registerVar. | Johannes Schickel | |
2014-05-27 | ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf. | Johannes Schickel | |
2014-05-13 | SCUMM: Remove "level" command from debugger. Replaced by "debuglevel". | D G Turner | |
This required a small amount of extra code changes to ensure that _debugMode is kept in sync when the debugger is used to change the level. | |||
2014-03-30 | SCUMM: Avoid potential issues casting invalid values to enum | Max Horn | |
A compiler could in principle decide that a ResType enum can never equal 0xFF or 0xFFFF, and thus incorrectly optimize the ScummEngine::saveOrLoad code. So check the value *before* casting it. | |||
2014-03-30 | ALL: Resolve multiple clang warnings | Max Horn | |
2014-03-18 | SCUMM: Fix bug #6009 "DC: FT/Dig - Sound disappears when VMU save fails" | D G Turner | |
This was introduced by fd3970aa52a0c7f411afdddfebad208f783281c8: Apply patch #2984508 - "GSoC: SCUMM stopped audio from playing while saving" This was not quite correct as if the save fails, the function exits without unpausing the engine, which resulted in sound and music remaining muted. This corrects the logic to unpause in all cases. | |||
2014-03-09 | SCUMM: Define symbols before actually using them in proc3ARM.s. | Johannes Schickel | |
2014-03-06 | SCUMM: Manually specify function alignment in ARM assembly. | Johannes Schickel | |