Age | Commit message (Collapse) | Author |
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reduced this (total dependencies on system.h went down from 193 to 85 files)
svn-id: r16527
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svn-id: r16397
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svn-id: r16349
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svn-id: r16337
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svn-id: r16333
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that change is reflected everywhere
svn-id: r15911
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svn-id: r15532
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to fix, but it should work well enough for now.
In this rewrite of the music code, I removed the "save/restore music state"
function, since it just complicated things for a very small gain. It wasn't
in the original engine, and I added it just for the credits, so that the
previously playing music could be resumed afterwards. I might re-add it
later, but probably not.
svn-id: r14887
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implement it - personally I don't see the need - they can get it from CVS.
svn-id: r14819
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clusters. (No, that doesn't mean compressed music is support yet. This is
just a tiny little step closer.)
svn-id: r14794
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class, so they are handled the same way as the compressed clusters.
The next step will be to migrate the music playback to use the same class,
which means the fade-in/out logic needs to be separated from the decoding.
Once this is done, adding support for compressed music should be a piece of
cake.
svn-id: r14740
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The equally experimental compression tool is in patch #854561.
Support for compressed music will require some restructuring first.
svn-id: r14684
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by accident, and could cause bad noises during music cross-fades.
This wasn't a problem in 0.6.0 since all music is sampled at 22050 Hz,
which is the most likely output sample rate for ScummVM, so the converter
didn't actually have to do anything. Now, however, the output sample rate
could be anything.
I've given the music streams one converter each. In BS1, which uses similar
music code, it was already necessary to do this since some of its music is
sampled at 11025 Hz.
svn-id: r14237
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svn-id: r13956
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to keep its own copy of the sound data. It could be even further simplified
(I don't really see any reason for having two different sound queues), but
I seem to have reached a point of stability here and I don't want to jinx
it by making further changes yet.
svn-id: r13705
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svn-id: r12907
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an in-memory WAV file. At the moment it's only used in one place, which is
a bit silly, but I hope to use it for the cutscene player to figure out
when to start the lead-out music.
(To do that I'll need to know how long the cutscene is, though. I haven't
looked into how to find that out yet.)
svn-id: r12424
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svn-id: r12181
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svn-id: r12116
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svn-id: r12110
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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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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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svn-id: r11756
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(AudioInputStream subclasses really really should implement readBuffer() for good performance)
svn-id: r11753
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pointless MusicStream class; removed various specific Channel subclasses and instead generalized the base class some more
svn-id: r11699
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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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