Age | Commit message (Collapse) | Author |
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They become annoying fast; probably the reason they were cut
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Fixes an icon lingering in the verb bar after scheduled meals, bug #10772
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AR01: Fish dealer behavior fix, AR02: music fix, CT01: Spinner may fly in (loop)
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And an additional bug fix for gravel footstep sounds
And I added some comments for marking the unused SFX sounds in game_constants.h
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Completed Add, Adjust and Remove Looping_Sound(), Pending Ambient_Sounds_Add_Sound
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Still pending cleaning up Ambient_Sounds_Add_Sound and Ambient_Sounds_Add_Looping_Sound calls
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Fixes a Crazylegs bug where he can interrupt himself
Could probably be used elsewhere if there are any other such cases.
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Fixed McCoy appearing early at start of scene before disappearing
Also added sound for going down when called from button
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This adds specific support for SCI0_EARLY targets.
Based on and tested with Christmas Cards 1988.
I've not added the volume reset (neither for SCI0_EARLY nor SCI0_LATE), since the ScummVM driver seems to handle volume differently on purpose (probably based on SCI1?).
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The square sound channels will be out of spec when playing on the lowest octave. The result is a rather ugly noise. This bug makes a rather subtle appearance if the channel remapping is accurate, but it becomes quite obvious in the SQ4 intro with the current implementation. This commit turns off the channel when trying to play out of spec.
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I put this in an separate commit to make it easier to review/revert. I've tried to make this as minimum invasive as possible. That's why I put this in place of the former call to onNewSound().
SCI_0_LATE sound drivers (probably also SCI_0_EARLY, but I don't know that) do some midi track initialization, mostly resetting certain values and assigning voices (hardware channels) to midi parts. The information for this comes from the track header.
The SCI0 version of the PC-98 sound driver relies on this code. The driver checks the channel flags with two different masks and assigns different sound channel types accordingly. This can't be done with the 0x4B event. Using the 0x4B event is sort of counter intuitive anyway, since only some of the SCI0 drivers even support that event.
It seems that the only driver making use of onNewSound() was MT-32. I've adapted the driver to my changes, although I am quite sure that the sound will be unaffected. The only thing that the MT-32 driver does with the header information is checking whether a midi part should play or not and assign exactly one timbre (with exactly the same number) to that part if required.
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This fixes two evalutation issues specific to the MSVC x64 release build (other builds worked fine).
This also fixes an analysis warning regarding my use of the span code.
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- this supports PQ2 and QFG1
- also add several other fixes
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(supports SCI1 for now)
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Fixes a scene which is incompatible with our text+speech mode, bug #10241
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Prevents sound popping between ending outtake and credits
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Between an ending outtake and the end credits the game did a quick flash back to the game scene
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Autosaving overrides other conditions that don't allow proper saving
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Fix mouse presses falling through the icon bar in KQ6 and FPFP Mac
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Missing thumbnail data was causing a lockup on mouse-over
Still working on debugging why these corrupted save files may be created -- (Game_Over()) autosaves.
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This applies only to hotspot zoom-ins and zoom-outs
Last frame of zoomed in hotspot (video zoom) had a persistent blue tint. And zooming out from the hotspot also had a long lasting blue tint. These were removed.
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Also add constants for all music tracks
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Not force loading of all MIX files anymore, and added a catalogue of all VQAs
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Tell MidiDriver_AmigaMac the game's platform instead of it
attempting to infer this by which patch resources exist.
Fixes bug #10925 where SQ3 German Amiga is treated as Mac because
it happens to contain a patch 7 resource.
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Fixes bug #10926 that prevents SQ3 German Amiga from loading
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Also fixed a typo that resulted in Izo's corpse persisting past chapter 2 at RC03
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Fixes Audio button in control panel getting out of sync with
the message mode set by ScummVM.
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LABBUZZ sound for the maze and Animoid sounds
Moved lab buzz in next scene's (PS10) init, and increased size of track buffer to compensate for frequently dropping sounds in places with mayne sound effects (eg Animoid Row, Izo's door and trapdoor)
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Fixes bug #10924 where starting or restoring in text mode and then
changing to speech mode within a game results in muted speech.
This is a regression introduced between 1.9 and 2.0, probably as part
of the synchronization refactor that created GuestAdditions.
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