Age | Commit message (Collapse) | Author |
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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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svn-id: r11046
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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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Moved some stuff out of driver96.h. Eventually I'd like to get rid of this
file completely. Or at the very least most of it.
svn-id: r10589
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usage); renamed Sword2State to Sword2Engine
svn-id: r10583
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svn-id: r10581
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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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svn-id: r10486
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play that music for cutscenes that have subtitles.
svn-id: r10460
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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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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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cluttering up the files anyway. (Though I do feel a slight twinge of guilt
for removing historical records like this. :-)
svn-id: r10384
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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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svn-id: r10156
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svn-id: r10004
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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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never read.
svn-id: r9984
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init sound data to class sound
svn-id: r9980
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svn-id: r9939
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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: r9394
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on the number of files that have to be recompiled when a header is modified
svn-id: r9348
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besides this way all our engines start with an "s" ;)
svn-id: r9301
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svn-id: r9280
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svn-id: r9212
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