Age | Commit message (Collapse) | Author |
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svn-id: r54204
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svn-id: r54148
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This commit contains the AudioCDManager changes from the gsoc2010-opengl
branch. The other changes in that branch are restricted to the backends
directory only (plus configure).
The Nintendo DS and Dreamcast ports still need to be ported over to
the new Audio CD system, but that should be fairly easy to do.
svn-id: r54147
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svn-id: r54098
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svn-id: r54022
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A new header file common/forbidden.h is included by scummsys.h and it
re-#defines numerous symbols like fopen(), fread(), system(), etc. with
garbage, in order to provoke compile errors in any code using them.
If a .cpp file really *must* use any of these (e.g. because it is a
backend file), then these redefinitions can be disabled by #defining
FORBIDDEN_SYMBOL_ALLOW_ALL as the first thing in the .cpp file. Whenever
this is done, an explanatory comment should be added.
Note that this system cannot catch all "bad" usages (notably the Lua
code in the sword25 engine), as it can only work if scummsys.h is
included.
svn-id: r53961
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svn-id: r53916
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This fixes an issue with the <default> setting in the GM and MT-32 device tabs that has caused some complaints and discussions on -devel. It might also be what bug #3088438 is about.
With a <default> setting ScummVM would just use the first available MIDI device (even if this is the not really well working MT-32 emulator). This <default> setting was also indeed set by default - making it even more annoying.
Now there is a new setting for both the GM and MT-32 device tabs ("Don't use GM/MT-32 music").
This will cause MIDI device detection to be skipped and the best of the other devices (Adlib etc.) to be used. This new setting is used as default. So users who haven't specified anything will get Adlib, PC Speaker etc. (if supported by the engine) even if the engine prefers Midi.
There is a new "Use first available device" setting which will have the same effect as the "<default>" setting we had before.
svn-id: r53771
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svn-id: r53764
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svn-id: r53762
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svn-id: r53589
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Patch by littleboy.
svn-id: r53578
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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
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svn-id: r53161
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svn-id: r53160
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svn-id: r53126
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If I understand this correctly, if the player's desired music driver
isn't supported (e.g. if you have MIDI as default, and haven't said
anything specifically for Maniac Mansion), it tries to pick the
"best" supported music driver instead. In this case, check if PCjr is
supported before picking PC Speaker.
svn-id: r53105
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svn-id: r53074
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svn-id: r53052
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svn-id: r53031
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svn-id: r53017
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svn-id: r52994
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svn-id: r52855
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Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
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svn-id: r52782
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svn-id: r52780
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svn-id: r52779
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svn-id: r52778
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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
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svn-id: r52609
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svn-id: r52522
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svn-id: r52521
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Also removed 1 or 2 float operations.
svn-id: r52492
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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
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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
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(This crash might have occured on very slow machines or when using valgrind)
svn-id: r52245
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svn-id: r52232
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- 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
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svn-id: r52108
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svn-id: r52013
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svn-id: r51997
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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
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(some cleanup to internal driver volume control, minor frequency change for fm-towns)
svn-id: r51930
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svn-id: r51776
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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
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svn-id: r51709
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svn-id: r51708
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svn-id: r51695
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svn-id: r51691
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svn-id: r51671
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