Age | Commit message (Collapse) | Author |
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This change was inadvertently added in commit
44dd029cb17160316b2015321a0a53f8854b6dd3 but is not actually used.
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Used only by chapter 7 of Phant1.
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In SSCI, VMD is drawn by a standard CelObjMem wrapped by a
ScreenItem, giving the location of the bitmap memory to the
decoder. The decoder already supports this, but the API was
previously hidden behind the AdvancedVMDDecoder wrapper
(which is more convenient to use than the VMDDecoder class).
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After discussing with DrMcCoy, we felt this the best way to proceed. A wrapper class that implements AdvancedVideoDecoder is still around for use in SCI.
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This is a workaround for how Lost in Time behaves in combination
with changes I made to the DataIO code for running Urban Runner
on low-memory devices.
Urban Runner's intro are far to big to have them copied into
memory for these devices, so I made the DataIO code return a
SafeSeekableSubReadStream into the opened archive stream instead.
Unfortunately, Lost in Time might not close a video file when it
closes the data file which it was originally in, especially when
loading a saved game. Since the video player needs to be able to
gaplessly continue a video and there does not, by itself, close
the video if not requested by the scripts, this leads to reading
out of an already closed stream in certain cases.
So, to worka round this issues, the video player tries to reopen
each currently opened video after a data archive was closed, to
make sure that that video is still available. If not, the video
is closed.
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Audio is now decoded in AudioStream classes instead of being decoded ahead of time and then queued.
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Some backends may break as I only compiled SDL
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svn-id: r55850
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svn-id: r55810
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svn-id: r55502
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svn-id: r55479
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svn-id: r55474
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svn-id: r55473
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