Age | Commit message (Collapse) | Author |
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svn-id: r35174
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moment, I'm
not aware of any game that actually uses this XMIDI feature, so its primary
function right now is to silence lots of warnings while running the DOS version
of Simon the Sorcerer 2.
svn-id: r33763
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comments; and some other related cleanup
svn-id: r28890
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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svn-id: r21920
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to ~250). Many greetings to eriktorbjorn, and have fun recompiling.
svn-id: r21500
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svn-id: r20515
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svn-id: r20088
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svn-id: r19142
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bug #1324103.
I've changed it - again - so that now it only centers the pitch wheels on
unload if a new mpCenterPitchWheelOnUnload property has been set. Currently
only the SAGA engine does that, so if it still breaks it only breaks SAGA.
I've also fixed what looked like an unintentional fall-through in the
MidiParser::property() function. Surently that can't cause any new
regressions? Please.
svn-id: r19032
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svn-id: r18273
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svn-id: r16398
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svn-id: r15787
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svn-id: r12176
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Painfully detailed in its description of how to
get a MidiParser object hooked up and running.
Hope this helps ya, Joost! ;)
svn-id: r11559
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now based on the READ_LE_* and READ_BE_* macros.
Very slight performance gain, woo hoo.
svn-id: r11558
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svn-id: r10578
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computations, mostly to produce the
exptected output with AD resources.
svn-id: r9730
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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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Modified Smart Jump logic to deal with active notes
whose Note On and Note Off events BOTH occur OUTSIDE
the range of the jump. While this is not a thorough
way to deal with Note On events that occur outside
jump points, it at least deals with the issue of
long, unchanging Adlib SFX used by some earlier
SCUMM games.
svn-id: r8892
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and bug [755176] SIMON2: Hanging notes
More cleanup of the thread issues associated with iMuse and MidiParser
shutdown. Untested.
svn-id: r8546
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svn-id: r8433
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svn-id: r8224
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svn-id: r8195
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Thanks to eriktorbjorn for finding this issue.
svn-id: r7959
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Various little MidiParser fixes.
svn-id: r7863
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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: r7831
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svn-id: r7769
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svn-id: r7706
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svn-id: r7696
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Added auto-loop capability.
svn-id: r7692
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svn-id: r7675
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SMF parser now supports malformed Simon pitch bend events.
Implemented SMF parser jump method.
svn-id: r7669
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svn-id: r7656
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MidiParser. Restructuring enables XMIDI support and vc_72 implementation. Various cleanup on MidiParser's and MidiDriver's.
svn-id: r7654
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svn-id: r7636
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