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2003-05-01various music related changes and cleanup; also modified MonkeyVGA music ↵Max Horn
sync, at least the intro is much better synced now; not sure about other parts of it / other games svn-id: r7237
2003-03-06updated copyrights headersPaweł Kołodziejski
svn-id: r6726
2003-03-06and more cleanupPaweł Kołodziejski
svn-id: r6718
2003-01-26added "implementation" of imGetMusicPositionPaweł Kołodziejski
svn-id: r6550
2003-01-20patch #670660 by Daniel Schepler, properly handle disc switching wrt voice ↵Jonathan Gray
file in comi svn-id: r6522
2003-01-12Make things compile :)James Brown
svn-id: r6435
2002-12-29fixed play CMI musicPaweł Kołodziejski
svn-id: r6246
2002-12-28added more stuff for CMI musicPaweł Kołodziejski
svn-id: r6241
2002-12-25converted heaps of int16 to int for V8 compatibility; fixed defineArray for ↵Max Horn
V8; added some work in o8_kludge2 svn-id: r6132
2002-12-25fix -pedantic warningsMax Horn
svn-id: r6108
2002-12-05Fixed inappropriate expiration of sound resources,Jamieson Christian
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
2002-11-05fix for bug #633082; added some asserts to catch similiar problems in the futureMax Horn
svn-id: r5420
2002-10-28Fix using MAD -without- Vorbis, and remove COMPRESSED_SOUND_FILE define.James Brown
Please keep in mind that if you put an 'else' statement in an if clause, keep in mind that if the code it's supposed to 'else' is in another define.... and that isn't set... the NEXT statement of code will be used as the 'if..else' condition. svn-id: r5344
2002-10-27Add monster.sog support, patch #629362Travis Howell
Enable ogg support by default in mingw builds and link in ogg lib svn-id: r5333
2002-10-27patch #628997 support for ogg vorbis instead of cd tracks by Daniel ↵Jonathan Gray
Schepler. Uncomment the relevant lines in the makefile to use svn-id: r5320
2002-10-20Patch 625904: CD LoopingJames Brown
svn-id: r5199
2002-10-18Fix Wait:forActorDraw and the 'infinite mouth movement' problem in The Dig.James Brown
Code assumed that the actor always starts talking in the same room it finishes talking in - this doesn't apply for several cutscene sequences in The Dig. Also added the usual talkChannel fallback code in for The Dig. svn-id: r5186
2002-10-15cleanup sfx and music in imuse, changed talkdelay description(disable) in ↵Paweł Kołodziejski
the dig svn-id: r5148
2002-10-08synced with local sources (imuse)Paweł Kołodziejski
svn-id: r5110
2002-10-04added looping voc samples in imuse(not tested)Paweł Kołodziejski
svn-id: r5087
2002-10-03FT also use ImusePaweł Kołodziejski
svn-id: r5086
2002-10-02added panning control in imuse and reverse stereo supportPaweł Kołodziejski
svn-id: r5076
2002-09-30changed from byte to int16 to handle sound number greater than 255Paweł Kołodziejski
svn-id: r5056
2002-09-21Add the following patches:Travis Howell
[ 609649 ] Sound patch for GF_OLD256 games [ 611997 ] RFC: Timer-based CD audio sync svn-id: r4986
2002-09-13patch #608226 (Sam & Max sound fix)Max Horn
svn-id: r4926
2002-09-11Commited the following patchesTravis Howell
[ 606595 ] Fix for Sam & Max animation glitch [ 607175 ] Possible fix for bug #590511 [ 607677 ] Partial workaround for bug #566062 [ 607713 ] patch for bug 580350 (MI2 F5 crash) svn-id: r4924
2002-09-02changed file io in sounds to class FilePaweł Kołodziejski
svn-id: r4896
2002-08-29sound system cleanupMax Horn
svn-id: r4867
2002-08-21Initial revisionMax Horn
svn-id: r4785