Age | Commit message (Collapse) | Author |
|
This includes an rather hacky attempt to merge all the recent gp2x backend
changes into the branch. I suppose the gp2x backend and probably all new
backends, i.e. gph, dingux etc., might not compile anymore.
Since I have no way of testing those it would be nice if porters could look
into getting those up to speed in this branch.
svn-id: r53399
|
|
svn-id: r52778
|
|
svn-id: r52108
|
|
These devices are not able to create appropriate drivers.
The only purpose for now is having proper gui options and flags and music types for the device detector.
The corresponding GUIO flags for the new devices have been added, too.
svn-id: r51995
|
|
svn-id: r51776
|
|
- FM-Towns euphony driver completely rewritten based on KYRA FM-Towns and LOOM towns disasm.
- Split all the emu and driver code from sound_towns.cpp into different files to make things a bit less confusing.
- Move the driver code to common space since the exact same euphony driver is used by LOOM which means we could get rid of the outdated and incomplete ym2612 driver/emu implementation (which doesn't even do things like instrument loading, pan position, etc). I haven't tried to add this to the Scumm engine yet, since I am not familiar with it and my priority was to get the driver finished first. But from the look of disasm it shouldn't be difficult to do.
- Introduce a generic FM-Towns audio interface based on FM-Towns system file disasm which was necessary for the euphony driver rewrite. Every FM-Towns game I have seen so far seems to access the audio hardware via these system functions. This interface implementation will also allow reasonably simple creation of new FM-Towns audio drivers (e.g. this could be used for Kings Quest 5 FM-Towns or others).
- Move the PC98 driver to common space, too, since I have a strong feeling that this driver is also used in the PC98 version of Future Wars
- This also improves KYRA FM-Towns music quality, sound effects accuracy and music fading.
svn-id: r51645
|
|
svn-id: r51495
|
|
For use with Kyra1 Mac instrument samples. T7G Mac and Loom Mac also use this format for their custom instrument samples.
svn-id: r51327
|
|
svn-id: r49664
|
|
svn-id: r49171
|
|
Mohawk is not enabled) so SCI can use the code.
svn-id: r49165
|
|
svn-id: r48179
|
|
it (and it's still unfinished, too)
svn-id: r47592
|
|
sound/decoders/
svn-id: r47579
|
|
svn-id: r47368
|
|
svn-id: r46143
|
|
svn-id: r42574
|
|
changes to the MSVC project files (sound/iff.* produces iff.obj, which clashes with iff.obj from graphics/iff.*)
svn-id: r42287
|
|
and displaying a bit of information for maxtrax file
svn-id: r42013
|
|
Changes in Paula.cpp/Paula.h + soundfx.cpp:
Added (easy) queueing of samples by implementing methods that act similar
like writes to the Amiga-Chipset would.
Added counting of DMA-Interrupts, that is how often a sample finished
playing.
Added a base for the interrupt-interval, in most cases this will be the
Cia-clockrate. Derived classes can then set the interval without scaling to
the samplerate
Changes in common/scummsys.h:
Only disable warnings with pragmas for MS Compilers that cant do so
otherwise. Newer MSVC Versions can and should disable warnings in the
Project-Settings.
Files in tfmx:
Some files for debugging. Wont ever be commited back into trunk so those
will contain some messy and hackish code
Added: tfmx.h/tfmx.cpp
Player for TFMX-Modules.
Rest: main.cpp etc.
Modified buildsystem to include new directory, modified main.cpp so it
calls tfmxmain (tfmxplayer.cpp) instead of starting the GUI.
svn-id: r41382
|
|
- Add new OPL emulator API (and legacy access API) in sound/fmopl.h
- Add DOSBox OPL emulator.
- Update MAME OPL emulator for the API changes.
svn-id: r40334
|
|
- Add new directory sound/softsynth/opl
- Move sound/fmopl to sound/softsynth/opl/mame
svn-id: r40333
|
|
svn-id: r39416
|
|
unit test for it, based on the old (and very outdated) timetest.cpp. To be used by Audio::Mixer one day...
svn-id: r39112
|
|
and needs further work, but it's a start
svn-id: r35626
|
|
svn-id: r32695
|
|
svn-id: r29564
|
|
svn-id: r27467
|
|
following Delphine Software games : Future Wars, Operation Stealth, Cruise for a Corpse and Another World
svn-id: r26869
|
|
parse graphics (ILBM, PBM) and audio (8SVX), thus replacing old decoding routines. SAGA and Parallaction have been adjusted to work with the new code.
svn-id: r26719
|
|
least as far as I tried it which, admittedly, wasn't very far.
svn-id: r26423
|
|
MIDI (code is currently #ifdef'ed out).
svn-id: r25707
|
|
svn-id: r25191
|
|
svn-id: r24351
|
|
* Renamed common.rules to rules.mk
* Removed explicit declaration of MODULE_DIRS in various spots (instead we let rules.mk compute it)
svn-id: r23275
|
|
svn-id: r20878
|
|
and x11 backends; added engines/module.mk
svn-id: r20584
|
|
Implemented IMA ADPCM decoder.
svn-id: r17903
|
|
changes. There are a few things that could use a bit more work, and I've
only tested it on my Linux box. I have verified that ScummVM still compiles
when it's disabled, though, so it shouldn't break anything too badly.
svn-id: r17512
|
|
or memory)
svn-id: r16502
|
|
things, this fixes bug #1083058
svn-id: r16316
|
|
svn-id: r12984
|
|
external directory (and as such, allow you to have a debug, a profiling, and a release build from the same set of source files in parallel). Work in progress
svn-id: r12680
|
|
may be reused by other engines in the future
svn-id: r11421
|
|
source file
svn-id: r10550
|
|
svn-id: r10279
|
|
svn-id: r10155
|
|
svn-id: r10150
|
|
that right now only the linear filter works, the high quality resample in resample.cpp is in flux; right now the top priority for me is to get MP3/Vorbis resampling working
svn-id: r9261
|
|
Added auto-loop capability.
svn-id: r7692
|