Age | Commit message (Collapse) | Author |
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svn-id: r19142
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bug #1324103.
I've changed it - again - so that now it only centers the pitch wheels on
unload if a new mpCenterPitchWheelOnUnload property has been set. Currently
only the SAGA engine does that, so if it still breaks it only breaks SAGA.
I've also fixed what looked like an unintentional fall-through in the
MidiParser::property() function. Surently that can't cause any new
regressions? Please.
svn-id: r19032
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svn-id: r18884
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sure since I don't have FLAC installed on this computer. The looping for
standalone tracks looked a little strange, too, so I've changed it.
svn-id: r18855
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svn-id: r18849
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in Options Dialog not fully functional"
svn-id: r18738
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svn-id: r18717
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svn-id: r18609
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svn-id: r18595
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some version should be tested
svn-id: r18585
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svn-id: r18568
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svn-id: r18567
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svn-id: r18563
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svn-id: r18562
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-adds patch file support
-global _vm removed
cleanups
svn-id: r18560
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sfPlayVoice is untested. Please, inform me where you encounter it.
svn-id: r18412
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svn-id: r18354
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because we already have many classes with that name)
svn-id: r18039
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svn-id: r18037
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This does the following:
- Replaces multiple identical MT-32-to-General MIDI mapping tables with a common one in MidiDriver.
- Changes Sky's GmChannel class to allow NULL instrument and velocity mapping tables, giving a 1-to-1 mapping without creating a dummy table.
svn-id: r17361
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- right mouse action fixed
svn-id: r17347
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into a mixer method
svn-id: r17106
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name of the data type / the SoundMixer method names
svn-id: r17052
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already, let it continue playing rather than restarting it. (I've been
meaning to make this change for some time, but now it appeared on the TODO
list as well. :-)
svn-id: r16583
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- all display information of current game goes to SagaEngine
- remove GameFontIds
- hide SagaEngine _gameId,_gameType & etc with methods getGameId(), getGameType()
svn-id: r16545
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svn-id: r16399
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svn-id: r16398
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SFX and music; volume is now controlled based on the sound type
svn-id: r16330
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svn-id: r16328
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o Normalize GIDs and GTypes
o Introduce MD5-based game detection. Now only 2 games should be ordered.
Linux demo should go before Win32 newer demo
o Fix sound in Mac versions
svn-id: r16262
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o Renamed GAME_ITE_* to GID_ITE_*
o Renamed GID_ITE and GID_IHNM to GType_ITE and GType_IHNM
svn-id: r16258
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svn-id: r16094
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o Endianness-aware resource loading
o Removed ys_dl_list in favor of our object implementation
o Cleanup in actor code
o Partial support for ITE Mac rereleased demo
svn-id: r16051
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that change is reflected everywhere
svn-id: r15911
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files through the MIDI synth on my Soundblaster, I can only conclude that
they are both General MIDI, so I've changed our code to assume that in both
cases. The End Title (which we currently incorrectly play at the end of the
intro) sounds much better in Adlib this way, too.
Perhaps the original used a different GM to FM mapping than the one in our
adlib.cpp, but if so using the MT-32 to GM mapping isn't likely to improve
the situation.
We could add a way of replacing the GM to FM mapping in adlib.cpp, I guess.
Of course, that would only be worth it if the original sounds better than
our mapping.
svn-id: r15894
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svn-id: r15854
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o MT-32 music is correct, though Adlib is not. There is apparently custom
instrument remapping similiar to mt32->gm but it is different. With
that remapping it sounds much closer to original.
svn-id: r15850
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MT-32 is perfectly capable of playing General MIDI. My new guess is that
the FM file is for Adlib instead. It certainly sounds better - but quite
different - than playing the GM track through Adlib.
svn-id: r15846
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but I can't be absolutely sure.
I'm also not sure if I'm using the correct music data. I'm fairly sure that
the MUSICGM.RES file is the appropriate choice for "General MIDI", but I
have no way of verifying that the MUSICFM.RES is really the right choice
for MT-32. (Is either of them a good choice for Adlib, or are they both
equally bad?)
svn-id: r15831
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o Font::loadFont() now normally survives zero-length fonts as used in demos
o Removed unused SndRes::ITEVOC_Resample()
o Fixed playing of voice #4 on old DOS targets
o Implemented playing voices in VOX (Oki ADPCM) format
o Support of Win32 and Linux demos. There was old-style Win32 demo, which
is not supported yet, same is with DOS demo.
svn-id: r15814
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svn-id: r15710
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svn-id: r15690
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svn-id: r15658
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svn-id: r15636
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MIDI and digitized music) use the same method to decide whether or not to
loop.
svn-id: r15566
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Note that I've only tried this with the music.rsc file from the full Linux
version. It seems likely that the Mac version uses the same file format,
but I have no way of verifying this. I'm told the demos use compressed
audio, so the music files from them probably won't work yet.
svn-id: r15527
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Windows and Linux versions. (TODO: Handle game detection.)
Added preliminary support for the P2_A.aif file that the Linux version
uses, where the Windows version uses p2_a.voc. Someone will have to verify
the actual format of it, and we have a silly bug in playVoice() which will
have to be fixed before things work properly.
svn-id: r15365
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GAME
svn-id: r14793
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svn-id: r14443
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svn-id: r14414
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