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path: root/engines/tony/sound.cpp
AgeCommit message (Collapse)Author
2018-05-05ALL: Use CLIP to clip volumesAdrian Frühwirth
2016-06-17TONY: Complete class initializationsEugene Sandulenko
2016-01-04TONY: Add support to the new compressed speech containersStrangerke
2016-01-03TONY: Fix Amiga Build by adding missing sound ifdefsStrangerke
2016-01-03TONY: Add support for compressed music and sfxStrangerke
2016-01-01TONY: Remove an unused variableStrangerke
2015-12-31TONY: Remove more dead code related to unused raw codecStrangerke
2015-12-31TONY: As codec is always ADPCM, remove some dead codeStrangerke
2014-02-18TONY: Make GPL headers consistent in themselves.Johannes Schickel
2014-01-15ALL: Remove optimization unstable code on checking for null after new.D G Turner
These issues were identified by the STACK tool. By default, the C++ new operator will throw an exception on allocation failure, rather than returning a null pointer. The result is that testing the returned pointer for null is redundant and _may_ be removed by the compiler. This is thus optimization unstable and may result in incorrect behaviour at runtime. However, we do not use exceptions as they are not supported by all compilers and may be disabled. To make this stable without removing the null check, you could qualify the new operator call with std::nothrow to indicate that this should return a null, rather than throwing an exception. However, using (std::nothrow) was not desirable due to the Symbian toolchain lacking a <new> header. A global solution to this was also not easy by redefining "new" as "new (std::nothrow)" due to custom constructors in NDS toolchain and various common classes. Also, this would then need explicit checks for OOM adding to all new usages as per C malloc which is untidy. For now to remove this optimisation unstable code is best as it is likely to not be present anyway, and OOM will cause a system library exception instead, even without exceptions enabled in the application code.
2013-08-02TONY: Add a hack to work around amigaos4 issues.Alyssa Milburn
2012-11-12TONY: Cleanup whitespace formatting.D G Turner
This is mainly removal of extraneous blank lines, reformatting indents to tab characters and other minor non-functional changes to improve compliance with Code Formatting Conventions.
2012-10-26TONY: fix volumes of sound effects.Giovanni Bajo
The game was using a logarithmic scale (through DirectSound) so we need a log->linear conversion to feed the mixer.
2012-10-15TONY: Fix music bug - 2 songs played simultaneously eventuallyStrangerke
2012-09-08TONY: Rename yet more variables.Alyssa Milburn
2012-08-29TONY: Replace C-style comments by C++-style ones.Strangerke
Also translate some more Italian comments
2012-08-29TONY: Remove useless/commented music code.Alyssa Milburn
2012-08-28TONY: Janitorial - remove trailing spacesStrangerke
2012-08-28TONY: Fix some for and if statements with bad coding styleStrangerke
2012-08-25TONY: Reset _hEndOfBuffer when restarting sounds.Alyssa Milburn
2012-08-23TONY: Fixed problem with spoken voices being clipped when timed text mode is on.Paul Gilbert
2012-08-22TONY: Replace _vm with g_vm.Alyssa Milburn
2012-06-23TONY: Bugfix for crash when changing scene whilst music is playingPaul Gilbert
2012-06-23TONY: Bugfix for loading ambient music when restoring a savegamePaul Gilbert
2012-06-20TONY: Replace the FPStream code.Alyssa Milburn
This just removes the original code and replaces it with a quickly- written trivial implementation similar to clone2727's sfx code. It seems to at least sort of work. :-)
2012-06-19TONY: Some bugfixes and cleanup for the music support codePaul Gilbert
2012-06-19TONY: Added initialisation of FPSound fields in it's constructorPaul Gilbert
2012-06-19TONY: Fix some compiler warnings in the newly added sound codePaul Gilbert
2012-06-19TONY: Implement more of the music related code from the originalPaul Gilbert
2012-06-18TONY: Remove useless void in function declarationStrangerke
2012-06-17TONY: Doxygen-ify comments in sound filesStrangerke
2012-06-16TONY: Translate comments in sound.cppStrangerke
2012-06-16TONY: Rename sound variablesStrangerke
2012-06-16TONY: Rename sound functions and class namesStrangerke
2012-06-12TONY: Fix looping some soundsMatthew Hoops
2012-06-11TONY: Implemented process to properly set hEndOfBuffer when sound effects endPaul Gilbert
2012-06-10TONY: Rewind sounds before playing themMatthew Hoops
Fixes sounds in the menu
2012-06-10TONY: Convert FPSFX to our mixer codeMatthew Hoops
Only thing missing is the hEndOfBuffer code, but this is a good start
2012-06-09TONY: Make FPSOUND work in ScummVMMatthew Hoops
2012-06-09TONY: Remove custom sound CODEC classesMatthew Hoops
We already have our own raw PCM and IMA ADPCM classes that we will use
2012-06-09TONY: Rework the way wave files are loadedMatthew Hoops
We'll let our own sound code take care of the RIFF header
2012-06-09TONY: Rename more globalsStrangerke
2012-06-07TONY: Some more renamingStrangerke
2012-05-21TONY: Some more code formattingStrangerke
2012-05-14TONY: Added endian fixes for reading dataPaul Gilbert
2012-05-14TONY: Remove original headerStrangerke
2012-05-13TONY: Further globals added to Globals classPaul Gilbert
2012-05-13TONY: Beginnings of refactoring Globals into their own classPaul Gilbert
2012-05-13TONY: Some further initialisation of object fieldsPaul Gilbert
2012-05-12TONY: Removed old extern, PASCAL, and EXPORT function modifiersPaul Gilbert