Age | Commit message (Collapse) | Author |
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fading-up music to distort and eventually deteriorate into white noise.
This was because I allowed _fade to be set on channels that weren't playing
and because I only checked _fade for equality when deciding when to stop
the fading. It should work much better now, I think.
svn-id: r12392
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probably make the scrolling less smooth (I don't yet know how much), but it
does seem to fix bug #875683.
svn-id: r12381
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uninitialized values. Now the only warnings I got were from libmpeg2
itself, and I don't know how serious that is.
I've also added some code - disabled by default - to allow the cutscenes to
run with libmpeg 0.3.1, since that's what I've got on my Linux box. It
appears to work on that one, though I only have the "eye" cutscene on it
yet.
Ogg Vorbis playback is still broken for me under Windows, though. I wonder
if it is because I don't have the very latest Ogg Vorbis libraries on it
(since I didn't manage to compile them under MinGW). But surely the file
format hasn't changed in any important way...?
svn-id: r12374
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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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svn-id: r12360
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nicely shown by the fact that now all member vars of AnimationState are private)
svn-id: r12359
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animation state so that it can be deleted in doneAnimation().
svn-id: r12358
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interpolation frames. It shouldn't delay anything, but I'm hoping it will
allow the other threads some breathing room, which might help bug #875683.
Or not. We'll see.
svn-id: r12357
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minor cleanups. (Mostly spacing and indentation).
Unfortunately the Ogg Vorbis playback causes ScummVM to crash for me, so I
can't say for certain that I didn't break anything.
svn-id: r12356
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is quite Cish, though :-)
svn-id: r12351
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Fix compile on mingw
svn-id: r12350
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- fix for compilation at MAX, at include types
- changed to our types
svn-id: r12344
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svn-id: r12342
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Pre-converted cutscenes w/ palette files available - ask LeChuck about Cutscenes :)
svn-id: r12338
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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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width or height was 0), and use consistent naming for clip rect parameters.
svn-id: r12272
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hackish...
svn-id: r12247
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deleted.
svn-id: r12211
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svn-id: r12181
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renders the entire screen every frame, but it tries to update (i.e. copy to
the backend) only the parts of the screen that actually changed. At least
approximately so.
svn-id: r12142
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svn-id: r12141
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svn-id: r12116
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svn-id: r12115
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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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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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few other hitherto harmless bugs, which I've hopefully managed to fix.)
svn-id: r11762
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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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pointless MusicStream class; removed various specific Channel subclasses and instead generalized the base class some more
svn-id: r11699
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of an animated cutscene while the mixer was still using it. Oddly enough, I
didn't encounter this bug when I played through the game recently, but
today it happened every time at the end of the cutscene where Nico finds
the jaguar stone.
svn-id: r11637
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previous commit.
svn-id: r11551
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aligned, never flipped and never RLE16-compressed. Simplified the code
accordingly. (Displaying the restore dialog when specifying an unused save
slot from the command-line works again now.)
Plus some minor cleanups.
svn-id: r11550
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files with a primitive and incomplete tool to present resource information.
(It may evolve into something useful and/or presentable later. Much later.)
I've found no evidence whatsoever that the mysterious blend & 0x02 case is
ever used. Since the code makes no sense to me, I've removed it.
svn-id: r11538
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svn-id: r11528
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svn-id: r11457
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svn-id: r11363
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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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If a cluster file isn't found the resource manager will first check if it's
one of the files that it expects to find on the hard disk. If so, it's
considered a fatal error.
Otherwise it will present the user with an "Insert CD1" or "Insert CD2"
message, just like the original did. Unlike the original, the user will
have to press a button or click the mouse to indicate when he's done. I
don't know if we even can detect the CD automatically in any portable way.
As far as I can see, we'll need at least two separate path settings for
this to actually work: one for the HD install directory, and one or two for
the CDs. The file that are supposed to be found on the HD are only on one
of the CDs, so the amount of CD swapping would probably be unbearable
otherwise.
As a consequence, I haven't actually tried running the game from CD yet.
By the way, the old caching code has been removed completely now. All it
did was to copy the cluster file to HD for faster access. ScummVM never did
that, but so far no one has complained.
svn-id: r11273
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svn-id: r11266
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svn-id: r11260
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