Age | Commit message (Collapse) | Author |
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grows larger, both when fading up or down. This fixes the problem where the
volume would "jump" when changing the fading "direction" of a stream.
Also changed the logic for deciding which music stream to stop if both
streams are playing and a third stream is started. Before it always tried
to pick the one that was fading down. Now it will pick the one with the
lowest volume, assuming that the more faded a stream is the lower its
volume.
Together, this should fix some abrupt music changes at the watchman's hut,
where it would sometimes start two music streams in rapid succession.
svn-id: r12372
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same amount of time. I don't think the original did this, but it turned out
to be pretty easy.
svn-id: r12334
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svn-id: r12322
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deleted.
svn-id: r12211
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svn-id: r12181
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svn-id: r12116
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svn-id: r12115
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and it now fades both up and down.
Plenty of cleanups, simplifications and just moving code around to group it
in what I hope is a more logical fashion.
Fixed a long-standing bug where spot effects would eventually use up all
available sound effect handles. (I may have introduced this when I removed
the expiration of sound effects from FxServer().)
svn-id: r12108
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svn-id: r12069
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svn-id: r12056
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open so that it can be re-opened afterwards. It's not so much that it may
have changed, but it may have been closed.
This should fix a crash when escaping the credits.
svn-id: r12055
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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mainly because people kept (accidentally and sometimes on purpose :-) misusing them
svn-id: r11881
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the recent mixer changes made it more audible. Or maybe I just didn't
listen until now.
svn-id: r11763
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svn-id: r11756
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svn-id: r11755
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(AudioInputStream subclasses really really should implement readBuffer() for good performance)
svn-id: r11753
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svn-id: r11711
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svn-id: r11707
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svn-id: r11457
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over the past few weeks, except for g_sword2. (Of course, this doesn't
necessarily make the code any prettier, but we can work on that later.)
svn-id: r11309
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renamed the Display class Graphics for no better reason than me liking the
phrase "sound and graphics" better than "sound and display".
svn-id: r11258
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svn-id: r11212
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function that creates the panning table. The difference is that you now
have to tell whether you want one for normal or reverse stereo, so you are
not dependent on the previous state of the table.
(I still think it may be possible to get rid of the panning table
completely, but that's for later cleanups.)
svn-id: r11027
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file, plus some other cleanup. I don't know how the config manager decides
if/when to save the settings to file, but we can worry about that later.
svn-id: r11001
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svn-id: r10997
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touches a lot of the code, of course, and adds yet another global variable
(temporarily, I hope), but everything still seems to work.
Knock on wood.
svn-id: r10806
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svn-id: r10681
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I'm just hoping that if I stall long enough, someone else will make the
move for me. :-)
svn-id: r10676
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gets reset); remove obsolete 256 color blending code
svn-id: r10592
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headers. Most (all?) of the ones we need should probably come from stdafx.h
instead.
svn-id: r10588
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usage); renamed Sword2State to Sword2Engine
svn-id: r10583
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svn-id: r10581
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svn-id: r10570
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suggestion, but I prepared the patch long before reading the mail :-).
Also, the remaining parts of the control panel etc. have been moved into a
class of their own.
This is still work in progress. I'm well aware that some of the classes
aren't as well separated as they ought to be, and that using global
variables to keep track of the different classes probably isn't pretty.
svn-id: r10561
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svn-id: r10532
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svn-id: r10514
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play that music for cutscenes that have subtitles.
svn-id: r10460
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individual files, into what I hope are doxygen ones.
svn-id: r10431
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credits so that it can be properly resumed afterwards.
svn-id: r10429
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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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