Age | Commit message (Collapse) | Author |
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svn-id: r10415
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The initial sample is, indeed, two bytes, just like the rest of them, but
it really, really helps if you read it from the correct position in the
file.
After fixing that, it turned out that my changing of signedness of the
sample was also wrong. Funny how those two bugs almost cancelled each other
out. Almost.
I've made a few other changes as well, but they're just to clean things up
a bit. The credits music works for me, and I've played the game up to
arriving in Quaramonte, with no obvious music-related problems.
svn-id: r10412
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but the credits music is still broken. I'll have to take a closer look at
this later.
svn-id: r10407
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distortion in the credits music, and I haven't yet figured out what's
causing this.
svn-id: r10406
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speculating that the timer didn't always fill the buffer quite fast enough
and that this is what caused the occasional popping noises.
Of course, I may have introduced all kinds of regressions - particularly
since I don't have any big-endian computer to test on - but we're all
friends here, right? :-)
svn-id: r10404
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the time to do much testing yet, but it seems to work for me.
svn-id: r10361
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svn-id: r10348
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simplify some code; added a global g_sound pointer in bs2, this cuts down on uses of g_sword2 (of course both should be removed on the long run); some other minor tweaks/fixes
svn-id: r10278
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svn-id: r10263
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svn-id: r10229
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svn-id: r10224
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svn-id: r10215
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svn-id: r10205
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svn-id: r10204
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svn-id: r10197
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svn-id: r10192
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svn-id: r10156
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svn-id: r10023
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svn-id: r10010
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svn-id: r10009
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implementation of music fade-out that makes it a bad thing to close the
music cluster file prematurely.
svn-id: r10007
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svn-id: r10004
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currently don't fade music that ends because we reached the end of the
musical cue, though. Only music that ends because it's being replaced by
another cue.
svn-id: r10003
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svn-id: r9995
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but at least it doesn't seem to do any harm.
Disabled the sound FX "garbage collection" in FxServer(). I'm not really
convinced it's necessary at all, and even if it is, doing it from a
separate thread it just begging for trouble. I've modified OpenFx()
slightly to deal with this, but I may still have introduced regressions.
Temporarily disabled the "goto label1" hack, since it seems to be the main
reason for ScummVM crashing if I allow a piece of music to finish on its
own (i.e. when not terminating it prematurely by triggering another piece
of music).
svn-id: r9990
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the functions which access data manipulated by FxServer().
For instance, FxServer() may free bufferFx[i], which sounds potentially
unhealthy to me.
svn-id: r9989
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never read.
svn-id: r9984
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originaly dsound has 3 seconds buffer fillled with data enought for fading
this hack continue play music for time while fading is going
svn-id: r9983
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svn-id: r9982
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svn-id: r9981
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init sound data to class sound
svn-id: r9980
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stream, in which case the warning about the sound handle being 0 is bogus.
svn-id: r9973
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warning messages about uninitialised sound handles.
svn-id: r9972
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svn-id: r9971
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in-game dialogs.
svn-id: r9969
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channel indexes, we should use stopHandle() instead of stop() to kill the
music channel.
Am I the only one who finds the distinction between channel indexes and
sound handles confusing at times? :-)
svn-id: r9967
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svn-id: r9956
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svn-id: r9951
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svn-id: r9950
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svn-id: r9944
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music channel has faded out, destroy the channel immediately. Don't wait
for the mixer to finish it off.
This seems to fix a problem where the mixer would eventually run out of
slots if you left the Quit dialog showing for too long.
Unfortunately I don't know if it fixes the "out of slots" errors I
encountered once during normal play. Oh well, time will tell...
svn-id: r9942
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svn-id: r9939
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This should also fix the bug where music sometimes didn't start playing.
svn-id: r9938
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svn-id: r9934
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is the only place I can think of where this could have happened, so I've
added a paranoid check to ensure the buffer length is even.
Let's see how that works out...
svn-id: r9933
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svn-id: r9931
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svn-id: r9928
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svn-id: r9927
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fine but you don't hear anything) newStream, and appendStream doesn't work but playRaw works for music
svn-id: r9923
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svn-id: r9884
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