aboutsummaryrefslogtreecommitdiff
path: root/saga/sound.cpp
AgeCommit message (Collapse)Author
2005-03-12PlayingSoundHandle -> SoundHandle; also, turned the handle activity check ↵Max Horn
into a mixer method svn-id: r17106
2005-03-09changing AudioDataType -> SoundType, so now the constant names match the ↵Max Horn
name of the data type / the SoundMixer method names svn-id: r17052
2005-01-11- remove game.h & image.hAndrew Kurushin
- all display information of current game goes to SagaEngine - remove GameFontIds - hide SagaEngine _gameId,_gameType & etc with methods getGameId(), getGameType() svn-id: r16545
2005-01-01oops, correct copyright stringMax Horn
svn-id: r16399
2005-01-01Updated copyrightMax Horn
svn-id: r16398
2004-12-27Added 'sound types' to the mixer - for now, only plain (for the premixer), ↵Max Horn
SFX and music; volume is now controlled based on the sound type svn-id: r16330
2004-12-22o Fix regression with Mac versionsEugene Sandulenko
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
2004-12-22o Moved GAME_* to SagaEngine objectEugene Sandulenko
o Renamed GAME_ITE_* to GID_ITE_* o Renamed GID_ITE and GID_IHNM to GType_ITE and GType_IHNM svn-id: r16258
2004-11-26Added looping background noise to the IHNM intro. I don't know if it's theTorbjörn Andersson
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
2004-11-15o Make GAME_GetFileContext() more object-likeEugene Sandulenko
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
2004-10-27removed R_ prefix with few r_ tooPaweł Kołodziejski
svn-id: r15690
2004-10-19Initial, and slightly buggy, support for sound effects.Torbjörn Andersson
svn-id: r15614
2004-10-10Fixed the nasty "pop" when playing the standalone VOC file in the intro.Torbjörn Andersson
Fixed the overlap when playing the standalone IAF file in the intro. svn-id: r15508
2004-10-01Set up file paths to handle the differences between the file layout of theTorbjörn Andersson
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
2004-08-02Fix #include paths.Eugene Sandulenko
svn-id: r14443
2004-08-01merge reinherit.h into saga.h and gfx_mod.h, note the error loading ↵Jonathan Gray
animations wasn't caused by this commit :) svn-id: r14405
2004-07-31remove YS_IGNORE_PARAM macro and some uneeded yslib.h includesJonathan Gray
svn-id: r14385
2004-05-17Added support for using the separate VOC file (P2_A.VOC) from the WyrmkeepTorbjörn Andersson
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
2004-05-01indentPaweł Kołodziejski
svn-id: r13715
2004-04-29Fix warningMax Horn
svn-id: r13681
2004-04-29Music.cpp objectizing.Eugene Sandulenko
Initial MIDI checkin, doesn't work svn-id: r13670
2004-04-29Voices are playedEugene Sandulenko
svn-id: r13668
2004-04-28Objectizing sound.cppEugene Sandulenko
svn-id: r13667
2004-04-28Rename syssound.cpp to sound.cppEugene Sandulenko
svn-id: r13666