Age | Commit message (Collapse) | Author |
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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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svn-id: r13715
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svn-id: r13687
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Initial MIDI checkin, doesn't work
svn-id: r13670
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svn-id: r13669
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svn-id: r13668
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svn-id: r13667
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