Age | Commit message (Collapse) | Author |
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svn-id: r12746
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svn-id: r12734
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svn-id: r12176
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svn-id: r10894
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mess': 'Help! Space Invaders refactored the music detector'... in other news, I obviously need to sleep now
svn-id: r10883
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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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source file
svn-id: r10550
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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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in preparation for Kirben's addition of WA support
for games that already have AD tracks.
svn-id: r9656
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This circumvents problems doing generic send()
calls to MidiDrivers that support more than
16 MIDI channels (i.e. Adlib). Because of the
way it interacts with MidiDriver, Simon could
have run into a problem if it tried to
allocate more than 15 Adlib music channels
(though this would only happen in very, VERY
rare circumstances).
Also fixed a problem with the channel
numbering scheme used by MidiDriver_Adlib,
in particular the percussion channel number.
svn-id: r9604
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svn-id: r9527
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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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data, which will allow it to parse other MIDI formats. To receive parsed data, Player now derives from MidiDriver to act as a "fake MIDI driver".
Miscellaneous upgrades and fixes to MidiParser, including the Smart Jump (which could not be tested before iMuse started making use of the MidiParser).
*** THIS IS A BIG UPGRADE! EXTENSIVE REGRESSION TESTING IS NEEDED! ***
This has been tested through the intros and a number of other scenes from MI2, FOA and S&M.
NOTE! This upgrade introduces savegame format version V19. Earlier version savegames will load, but the music will simply start over from the beginning. Only V19 and later games will properly restore the position of the music! Don't say you weren't warned....
svn-id: r7849
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svn-id: r7638
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eriktorbjorn for the material that led to the solution.
svn-id: r7610
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svn-id: r7606
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svn-id: r7222
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svn-id: r6726
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svn-id: r6719
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svn-id: r6108
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Removed MidiStreamer methods that weren't actually needed.
That's one layer of indirection removed from Simon music.
svn-id: r6050
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svn-id: r6013
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svn-id: r6010
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Alsa/SEQ/Windows/Morphos compile, I tried my best, but you'll have to clean up after me)
svn-id: r5905
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svn-id: r5888
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Restored MT-32 emulation lost during restructuring.
svn-id: r5786
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Adlib no longer suffers from 16-channel MIDI restrictions.
Fixes a regression in the MI2 intro music under Adlib.
svn-id: r5721
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IMuseAdlib is defunct.
New MidiDriver_ADLIB device.
Simon 1/2 now supports Adlib.
svn-id: r5677
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MIDI config); misc. pitchbend cleanups
svn-id: r5403
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svn-id: r5213
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svn-id: r5208
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svn-id: r5079
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svn-id: r4903
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svn-id: r4475
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Makefile to allow the user to enable it. I also reorganised the Makefile
a bit, since there is now one more optionnal library. BBrox, I also
merged your Makefile.x11 in it, just take a look at it!
svn-id: r4341
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requiring any OS-level MIDI support).
This was taken from AdPlug.
This is *very* buggy for now (well, it works, but it sounds just plain
ugly :-) ).
svn-id: r4232
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svn-id: r4097
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(MacOS X)
svn-id: r4086
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fmopl.c/fmopl.h are infringing on the GPL at the moment. We either need to
replace these, or get permission to relicense them, before 0.2.0
svn-id: r4036
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cleaned up sound header files,
integrated mixer into scummvm & simon
svn-id: r3937
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