Age | Commit message (Collapse) | Author |
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svn-id: r10465
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Seems to fix problem of distaff highlights after reload in loom [ega].
Could cause regression in fm towns games.
svn-id: r10455
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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: r10447
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svn-id: r10445
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svn-id: r10444
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svn-id: r10443
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svn-id: r10437
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don't have the time right now). Since I lack data files to test this, I'd be grateful if somebody could check whether I broke something
svn-id: r10435
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svn-id: r10434
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svn-id: r10421
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svn-id: r10419
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svn-id: r10418
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svn-id: r10417
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svn-id: r10416
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As defined in Patch [811623] MT-32 patch for Bug 810564
Added a channel mask to MPU-401 devices so that --native-mt32
may force the device to use only the subset of MIDI channels
actually supported by the MT-32. Also added a best-guess
interpretation of iMuse Part priority in the SysEx 0x00 msg,
since part priorities become more of an issue when the
channel count is cramped.
svn-id: r10409
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svn-id: r10405
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svn-id: r10400
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svn-id: r10399
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svn-id: r10397
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svn-id: r10395
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svn-id: r10394
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1. A Player_MOD class, basically acts as a simplified mixer that mixes at 60Hz intervals (or whatever interval you specify), this gives smooth music playback in player_v3a
2. Some changes to player_v3a as a result of #1, including reduced music volume
3. player_v2a, and the necessary additions to scummvm.cpp/scumm.h
svn-id: r10392
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svn-id: r10390
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svn-id: r10388
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svn-id: r10387
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ordering by the way? run strings or similiar over the .w32 files and play match the strings
svn-id: r10372
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svn-id: r10371
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svn-id: r10370
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svn-id: r10357
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svn-id: r10344
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the overlay isn't so tiny anymore in COMI
svn-id: r10329
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svn-id: r10315
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generate stereo data; (we probably should add a common base class for Player_V1/V2 instead of deriving V1 from V2)
svn-id: r10312
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svn-id: r10311
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#809036 ("MANIAC64: Sound echoes").
I don't understand the exact implications of it, but I assume it has to do
with the premix function having to generate stereo samples now.
svn-id: r10309
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match the original behaviour
svn-id: r10306
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svn-id: r10305
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modules; right now only work on OS X; once we add more build rules, other systems with dlopen() should work, too (e.g. Linux); Windows support may come later. This is still very much WIP
svn-id: r10304
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svn-id: r10298
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svn-id: r10294
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work here, I'll add more build rules. Work in progress, a lot ain't work, but the plugin stuff is disabled by default, so no harm should arise
svn-id: r10292
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barebone ScummVM (or maybe I just want to increase our CVS stats? <g>)
svn-id: r10287
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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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svn-id: r10279
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svn-id: r10266
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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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svn-id: r10260
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svn-id: r10257
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