Age | Commit message (Collapse) | Author |
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svn-id: r18296
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bug #1202071 and probably (it's much less obvious) bug #888248 as well.
Since these parameters are both zero in all other known uses of this
particular iMUSE command, it doesn't affect anything else.
I don't know if it's correct, or if it sounds like in the original, but it
sounds good to me.
svn-id: r18284
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svn-id: r18272
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far as I can telL, the issue was caused by sloppy scripting, though it is
of course perfectly possible that it worked with the original interpreter
anyway.
svn-id: r18270
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svn-id: r18265
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hopefully without causing any regressions.
svn-id: r18261
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on the queue size to be a power of 2 and then abusing the '&' operator
svn-id: r18259
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svn-id: r18258
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thrown out of Bumpusville.
svn-id: r18254
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svn-id: r18251
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svn-id: r18248
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restore the music state correctly. The one example I know of is when saving
between using the hair and the powder on Frog Rock, but there are probably
others as well.
svn-id: r18229
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#1181750 "Updated Native MIDI documentation". Thanks _tom a lot.
svn-id: r17571
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svn-id: r17569
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svn-id: r17332
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know for sure that this is correct - the MIDI device I'm using at the
moment doesn't seem to support chorus level - but the more I look at it the
more sense it makes.
And it might fix bug #1159734. ("DOTT/SAM: GM Instrument Chorus Level
Improperly Set")
svn-id: r17049
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reduced this (total dependencies on system.h went down from 193 to 85 files)
svn-id: r16527
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svn-id: r16476
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svn-id: r16398
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Monkey VGA) that was introduced by a recent "multi MIDI" change.
The "old Adlib" property was set too late in the iMUSE player, so the Adlib
driver would always think the game was new. I've removed this property from
the iMUSE player, since it's only function appeared to be to pass it on to
the Adlib player, and now set it in the Adlib player directly instead.
Also removed some remaining "multi MIDI" traces from the iMUSE player that
I believe were obsoleted by the aforementioned "multi MIDI" change.
svn-id: r15974
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MusicEngine::setMasterVolume to setMusicVolume; fixed iMuse to use the correct method for setMusicVolume (previously modified the iMuse internal volume control); hooked up the volume control of various other music engines; added ScummEngine::setupVolume method which can be called whenever volume settings change, and which gurantees that those are handled uniformly
svn-id: r15944
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always created before iMuse initialisation. This necessitated removing the multimidi toggle from the debug console.
svn-id: r15912
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DCVS: ----------------------------------------------------------------------
svn-id: r15910
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svn-id: r15900
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that it may be used. Doing this lazily potentially deadlocked when using MT-32 emulation in mixed MIDI/Adlib mode.
svn-id: r15899
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svn-id: r15332
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NewGuiColor to OverlayColor; fixed some calls to error() in the SDL backend
svn-id: r13087
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svn-id: r12780
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svn-id: r12176
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svn-id: r11620
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svn-id: r11315
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svn-id: r11217
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pause with MT-32. Apparently the first fix doesn't work.
svn-id: r10876
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are even used by the game scripts. This is in preparation for a
restructuring of the volume model.
Also removed unused get_music_volume() member.
svn-id: r10872
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svn-id: r10816
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svn-id: r10759
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svn-id: r10666
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All the hooks are in, but actual implementation
needs to be checked for portability.
svn-id: r10615
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explicitly
svn-id: r10571
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svn-id: r10555
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makes room for a potential 'Scumm' namespace)
svn-id: r10549
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Manual scaling of pitchbends to account for the fact that the
MT32 doesn't respond to RPN-based pitchbend range adjustments.
Also tweaked the MT32 partial reserve settings per Bug [812740].
svn-id: r10521
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svn-id: r10501
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logicdeluxe's patch to set MT-32 partial reserves
equally for all channels, to ensure that entire
notes don't get cut off. The patch as committed is
slightly modified to reorder the MT-32 initialization
sequence. The mods (1) ensure a brief delay between
SysEx transmissions to give the MT-32 time to process
each request, and (2) hopefully sequence the delays
such that the ScummVM welcome message is actually
readable and doesn't just flash for a split-second
(as was the reported behavior in the past).
svn-id: r10498
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between Part and MidiChannel (which Part may
derive from eventually).
svn-id: r10480
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Fixes Bug [813920].
svn-id: r10477
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the iMuse implementation. This allows the termination
sequence to be done BEFORE object destruction, so
that the destructor is not making calls that may not
be appropriate during object destruction. (Virtual
functions were the concern, although I'm not sure any
of that was happening anyway. Oh well, better to be
safe than sorry.)
I implemented an empty terminate() in the base class,
but the other MusicEngine derivatives may have stuff
in their destructors that should be moved to this
method. I didn't check.
svn-id: r10452
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(this removes the need for an ugly hack in the build system, and is also conceptionally cleaner)
svn-id: r10282
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Implemented a parser for Euphony music. No
FM instrument support yet, as the FM chip used
by FM Towns is not being emulated yet. In the
meantime, a stock FM-emulated GM instrument is
being used instead.
This at least makes the Zak Towns kazoo tune
and the Loom Towns distaff audible. Emulation
of the FM Towns synth chip, or suitable
emulation using the OPL2 synth, is still
under investigation.
svn-id: r10265
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performance by omitting redundancies
Removed the use of the _bank member for iMuse Parts.
The member is still being saved/loaded, and a
warning will display if a non-zero _bank value is
set. If it turns out some musical passage is actually
using the _bank, we'll need to reinstate it.
Otherwise, after sufficient testing we can obsolete
it in the savegames.
svn-id: r10261
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