Age | Commit message (Collapse) | Author |
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svn-id: r20088
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svn-id: r19142
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in Options Dialog not fully functional"
svn-id: r18738
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svn-id: r18694
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There is a big problem in sound code. It is written with only one SFX and
only one Voice playing at the same time in mind which is not the case. This
should be rewritten so there are more than 2 sound handles.
svn-id: r18674
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svn-id: r18595
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some version should be tested
svn-id: r18585
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-adds patch file support
-global _vm removed
cleanups
svn-id: r18560
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which I'm very grateful.
This latest CD version turned out to be one that ScummVM didn't support. It
has - I believe - the same data files as the Linux version (with digitized
music), except for the voice file which appears to be the same as the one
from the Mac version.
In other words, it has one big-endian data file, and a couple of little-
endian ones. The technical term for this is "bloody awkward".
It should work now, though.
svn-id: r18333
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svn-id: r18040
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because we already have many classes with that name)
svn-id: r18039
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o Plugged IMA ADPCM into SCUMM engine so latter HE titles now have speech
though it is somewhat noisy don't know why as decoder is based on ADPCM
reference implementation.
svn-id: r17904
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Implemented IMA ADPCM decoder.
svn-id: r17903
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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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- 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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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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correct sound or the correct volume, but the small extension to allow the
engine to start looping sounds is worthwhile enough in itself, I think.
svn-id: r15895
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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: r15690
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svn-id: r15614
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Fixed the overlap when playing the standalone IAF file in the intro.
svn-id: r15508
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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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svn-id: r14443
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animations wasn't caused by this commit :)
svn-id: r14405
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svn-id: r14385
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release of ITE. The code is a bit rough, and there's a nasty 'pop' at the
beginning of the sound (and a smaller one at the end), but it's a start.
It's a shame that the sound is of such low quality: lower sample rate, and
8 bits instead of 16. Perhaps it was extracted from the floppy version?
svn-id: r13840
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svn-id: r13715
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svn-id: r13681
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Initial MIDI checkin, doesn't work
svn-id: r13670
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svn-id: r13668
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svn-id: r13667
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svn-id: r13666
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