Age | Commit message (Collapse) | Author |
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svn-id: r19142
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svn-id: r18258
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#1181750 "Updated Native MIDI documentation". Thanks _tom a lot.
svn-id: r17571
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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: 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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svn-id: r12176
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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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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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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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svn-id: r10097
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svn-id: r10070
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IMuse::get_sound_active and IMuse::getSoundStatus; added lots of const qualifiers to IMuse; rewrote IMuseInternal::getSoundStatus (hopefully not breaking it); added MusicEngine::getSoundStatus
svn-id: r10069
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(initial stab, more work to follow)
svn-id: r10066
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RO streams have built-in timer markers (the
unknown 0xA0 mentioned in FR [742249]) that
override automated methods of updating
VAR_MUSIC_TIMER. Since these timer markers
do not seem to be present in AD resources, the
old mechanism is used if MD_ADLIB is the current
MidiDriver.
svn-id: r9720
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svn-id: r9647
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V6 scripts can specify up to 16 parameters to be passed to
doCommand(). In most cases 8 or fewer parameters were used,
but occasional uses of 9 or 10 parameters resulted in
incorrect iMuse behavior due to lost doCommand() data.
ImTrigger was also upgraded to support 8 parameters instead
of 4, since the incorrect behavior that was observed involved
the use of triggered commands that required more than 4
parameters. Since ImTrigger data is not currently being saved
(which is bad), we do not at this time have to go to another
savegame format to support the additional ImTrigger data
(which is good).
This fix corrects a problem in the Tunnel of Love. When the
"execution scene" music finishes and the hidden door opens,
the Tunnel of Love music is supposed to start up again. In
ScummVM, it never would, do to the loss of parameters for a
trigger-based "Parameter Fade" command.
A bit of miscellaneous cleanup has also been made.
svn-id: r9579
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svn-id: r9527
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svn-id: r9384
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so that we at some point can get rid of -Icommon; exception is made for stdafx.h, since a) we might want to rename it and b) might want to move it to the top level)
svn-id: r9359
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now in util.*)
svn-id: r8777
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specific stuff from gameDetector.h to scumm.h; cleaned up some #includes (ideally, never #include something in a header file if you can avoid it - this cuts down interdepencies)
svn-id: r8496
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Added some IMuse property options to support some assumptions that seem to be made by Humongous games.
This is still preliminary. It will play music, and it will switch between songs. But I don't know if it's switching to the right song at the right time.
svn-id: r7869
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You must still uncomment the VAR_SOUNDPARAM setting for this to work...?
svn-id: r7670
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eriktorbjorn for the material that led to the solution.
svn-id: r7610
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native MT-32 support and
combination Adilb/native MIDI drivers.
svn-id: r7594
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svn-id: r7578
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Initial structural support for multiple MidiDriver's.
svn-id: r7559
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svn-id: r6847
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svn-id: r6832
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svn-id: r6726
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svn-id: r6229
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svn-id: r6109
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IMuseInternal no longer derives from IMuse.
This eliminates a couple layers of indirection and speeds things up.
Miscellaneous source cleanup.
svn-id: r6049
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PLEASE DON'T MAKE CHANGES TO THE ACTUAL PROJECT FILES
UNLESS YOU MAKE THEM FOR *ALL* PRIMARY PORTS!
svn-id: r5900
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which fixes concurrency issues esp. in PocketPC and MorphOS.
Stubbed SysEx command 2 (start of song) to get rid of annoying warning.
Changed MT-32 instrument warnings to fit on one (80-char) line.
svn-id: r5842
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svn-id: r5453
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svn-id: r5450
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svn-id: r5443
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svn-id: r5205
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svn-id: r5161
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svn-id: r5157
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the dig
svn-id: r5148
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svn-id: r5109
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