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2010-09-17CMS: Some constification.Johannes Schickel
svn-id: r52782
2010-09-17CMS: Change an incorrect error into debug output.Johannes Schickel
svn-id: r52780
2010-09-17SOUND: Properly add CMS as plugin.Johannes Schickel
svn-id: r52779
2010-09-17SOUND: Move CMS emulator to sound/softsynth.Johannes Schickel
svn-id: r52778
2010-09-15MIDI: Send a reset MIDI device signal on startup.Johannes Schickel
This is currently done in the engine code. I adapted AGI, AGOS, DRACI, GROOVIE, LURE, MADE, QUEEN, SAGA, SKY, TINSEL and TOUCHE to send a reset device on startup. The sound output still works fine (started up a game from every engine), so this should hopefully not introduce any regressions. As far as I can tell it seems that SCUMM does send a proper device reset, so I did not touch it. KYRA only sends a proper reset for MT-32 currently. I am not sure about SCI though. This fixes bug #3066826 "SIMON: MIDI notes off when using RTL after SCI". svn-id: r52736
2010-09-06COMMON: Some style fixes.Johannes Schickel
svn-id: r52609
2010-09-04SOUND: Remove semicolonOri Avtalion
svn-id: r52522
2010-09-04FM-TOWNS AUDIO: minor fix in cd audio volume settingFlorian Kagerer
svn-id: r52521
2010-09-02FMTOWNS AUDIO: fixed divide by zero exception from commit 52013Yotam Barnoy
Also removed 1 or 2 float operations. svn-id: r52492
2010-08-24SOUND: New global define AUDIO_REVERSE_STEREO.Andre Heider
This reverses the stereo channels for all sfx streams, meant for hardware devices which expect an inverse order. Use it for the Wii and Gamecube port since it's reversed since day one :P svn-id: r52357
2010-08-22MP3: Fix seeking.Johannes Schickel
Formerly we did not read the first chunk of MP3 data after seeking. This resulted in incorrect sound output in the Freddy Pharkas demo when the sound was compressed with MP3 for example. svn-id: r52272
2010-08-20FM-TOWNS AUDIO: fix possible crashFlorian Kagerer
(This crash might have occured on very slow machines or when using valgrind) svn-id: r52245
2010-08-20KYRA/TOWNS: fix memory leak and some cleanupFlorian Kagerer
svn-id: r52232
2010-08-18SCUMM/FM-TOWNS: start rewriting audio codeFlorian Kagerer
- Start rewriting audio code for FM-TOWNS versions of Loom, Indy3 and Monkey Island 1 using the recently added code in towns_audio.cpp (Zak should work the same way, but I can't test, since I don't own that one). - All sound types (pcm, euphony and cd audio) now support volume and balance control (e.g. try walking into/out of the kitchen and opening/closing the door in the Scumm Bar in Monkey Island 1 or walking into/out of the circus tent). - Pcm sounds now support proper loop start/end and note offsets (e.g. try out the hammer sound in the forge in LOOM for example). - some other minor improvements - The FM-Towns versions of Indy 4 and Monkey Island 2 are not affected. I don't have Monkey Island 2, but I presume that it will work like Indy 4. Adding support for these will be a separate task, since they work quite differently. svn-id: r52198
2010-08-11FMTOWNS AUDIO: fix cda volume and balance controlFlorian Kagerer
svn-id: r52013
2010-08-11Use tabs instead of spaces for indentation.Eugene Sandulenko
svn-id: r51997
2010-08-11GUI: add music devices for c64, amiga and apple II gsFlorian Kagerer
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
2010-08-08KYRA/TOWNS: some minor sound improvementsFlorian Kagerer
(some cleanup to internal driver volume control, minor frequency change for fm-towns) svn-id: r51930
2010-08-04AUDIO: Implement volume and balance control for the AudioCD manager (needed ↵Florian Kagerer
for music fading in Kyra 1 FM-Towns and probably other FM-Towns games). This addition applies to emulated CD audio only for now. I haven't found a way to implement this for real CDs yet. SDL doesn't seem to support this (but it might be just me? If anyone knows more about this, just tell me). svn-id: r51741
2010-08-03FMTOWNS AUDIO: fix typoFlorian Kagerer
svn-id: r51709
2010-08-03KYRA/TOWNS: replace some music stops with fadeouts (based on original code)Florian Kagerer
svn-id: r51708
2010-08-03KYRA/TOWNS: implement music/sfx volume control via GUI/GMMFlorian Kagerer
svn-id: r51695
2010-08-03FMTOWNS AUDIO: minor layout changeFlorian Kagerer
svn-id: r51691
2010-08-03SOUND: Constify waveform table; slightly simplify codeMax Horn
svn-id: r51671
2010-08-02TOWNS AUDIO: fix typoFlorian Kagerer
svn-id: r51655
2010-08-02TOWNS/PC98: Replaced some tabs with spaces.Johannes Schickel
svn-id: r51654
2010-08-02TOWNS/PC98 Driver: Some formatting fixes.Johannes Schickel
svn-id: r51653
2010-08-02FM-TOWNS/PC98 Sound: Strip trailing whitespaces/tabs.Johannes Schickel
svn-id: r51651
2010-08-02KYRA/TOWNS AUDIO: and another fixFlorian Kagerer
svn-id: r51649
2010-08-02KYRA/TOWNS AUDIO: try to fix last regressionFlorian Kagerer
svn-id: r51648
2010-08-02KYRA: FM-Towns audio driver rewriteFlorian Kagerer
- 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
2010-07-27SOUND: Only dispose the input stream in makeAIFFStream if requestedMatthew Hoops
svn-id: r51373
2010-07-26SOUND: The rate in Mac snd's is fixed, not floating point (fix the comment)Matthew Hoops
svn-id: r51328
2010-07-26SOUND: Move the Mac snd decoder from SCI to /soundMatthew Hoops
For use with Kyra1 Mac instrument samples. T7G Mac and Loom Mac also use this format for their custom instrument samples. svn-id: r51327
2010-07-26MIDI: Make it possible to specify MIDI device by music driver idTorbjörn Andersson
If getDeviceHandle() gets a music driver id it will pick the driver's first device, which should hopefully be a sensible default. E.g. it's once again possible to use "-e alsa" rather than the much more cumbersome "-e 'alsa_Emu10k1 WaveTable'". svn-id: r51297
2010-07-26Janitorial: Fix punctuation in error/warningTorbjörn Andersson
svn-id: r51296
2010-07-21Janitorial: Removed extra semi-colon.Torbjörn Andersson
svn-id: r51096
2010-07-21Strip trailing whitespaces in our common code base.Johannes Schickel
svn-id: r51094
2010-07-17Remove PalmOS portMax Horn
svn-id: r50964
2010-07-16Cleanup.Torbjörn Andersson
svn-id: r50926
2010-07-05Revert Android libtremor header to standard path, since we now shipAngus Lees
our own statically linked version rather than relying on the system shared lib that happens to be on most Android systems. svn-id: r50666
2010-06-29AUDIO: fixed bug when device was set to default and only MDT_MIDI flags ↵Florian Kagerer
were passed to detectDevice() svn-id: r50510
2010-06-29Return "0" in case no device was detected in MidiDriver::detectDevice.Johannes Schickel
svn-id: r50473
2010-06-29Yet another slight fix for the fallback detection.Johannes Schickel
Before in case MDT_PREFER_MT32 nor MDT_PREFER_GM was specified the code used "auto" as key name for ConfMan.get, instead of passing "auto" directly to getDeviceHandle. svn-id: r50472
2010-06-29Fix fallback detection code in MidiDriver::detectDevice.Johannes Schickel
It formerly only used the global "mt32_device" and "gm_device" values, but we also allow game specific values, thus we take that into account now. Also formerly the the check for the first available MT32/GM device only used the device handle of the mt32_device/gm_device instead of the list of devices it iterates over. Fixed that too. Last but not least that whole detection code looks strange to me, it seems we only use mt32_device and gm_device for fallback detection, at least when the music_driver matches it will always be used. So I wonder why we have those at all? svn-id: r50471
2010-06-29Fix detection of invalid music drivers specified via command line.Johannes Schickel
Along with it documented that "0" is a special device handle for the invalid device. Now getDeviceHandle returns 0, when the identified device could not be found. Also getMusicType now returns MT_INVALID (newly introduced), when a non existing device was specified. svn-id: r50470
2010-06-26Add missing include for translationsWillem Jan Palenstijn
svn-id: r50326
2010-06-26GUI: Add and improve some messages to translateJordi Vilalta Prat
svn-id: r50324
2010-06-26Fix formatting again.Johannes Schickel
svn-id: r50296
2010-06-25AUDIO: fix commentsFlorian Kagerer
svn-id: r50293