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SHERLOCK: intro: msec sync instead of ticks
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071de331c0
commit
3aef3c396d
@ -504,41 +504,6 @@ uint32 Music::getCurrentPosition() {
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}
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}
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// This is used to wait for the music in certain situations like especially the intro
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// Note: the original game didn't do this, instead it just waited for certain amounts of time
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// We do this, so that the intro graphics + music work together even on faster/slower hardware.
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bool Music::waitUntilTick(uint32 tick, uint32 maxTick, uint32 additionalDelay, uint32 noMusicDelay) {
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uint32 currentTick = 0;
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if (!_midiParser->isPlaying()) {
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return _vm->_events->delay(noMusicDelay, true);
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}
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while (1) {
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if (!_midiParser->isPlaying()) { // Music has stopped playing -> we are done
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if (additionalDelay > 0) {
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if (!_vm->_events->delay(additionalDelay, true))
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return false;
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}
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return true;
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}
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currentTick = _midiParser->getTick();
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//warning("waitUntilTick: %lx", currentTick);
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if (currentTick <= maxTick) {
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if (currentTick >= tick) {
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if (additionalDelay > 0) {
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if (!_vm->_events->delay(additionalDelay, true))
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return false;
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}
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return true;
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}
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}
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if (!_vm->_events->delay(10, true))
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return false;
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}
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}
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// This is used to wait for the music in certain situations like especially the intro
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// Note: the original game didn't do this, instead it just waited for certain amounts of time
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// We do this, so that the intro graphics + music work together even on faster/slower hardware.
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@ -113,8 +113,6 @@ public:
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bool isPlaying();
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uint32 getCurrentPosition();
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bool waitUntilTick(uint32 tick, uint32 maxTick, uint32 additionalDelay, uint32 noMusicDelay);
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bool waitUntilMSec(uint32 msecTarget, uint32 maxMSec, uint32 additionalDelay, uint32 noMusicDelay);
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/**
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@ -340,7 +340,7 @@ bool ScalpelEngine::showCityCutscene() {
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_screen->fadeIn(palette, 3);
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// Wait until the track got looped and the first few notes were played
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finished = _music->waitUntilTick(0x104, 0x500, 0, 2500);
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finished = _music->waitUntilMSec(4300, 21300, 0, 2500); // ticks 0x104 / ticks 0x500
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}
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}
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@ -365,7 +365,7 @@ bool ScalpelEngine::showAlleyCutscene() {
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_screen->fadeToBlack(2);
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// wait until second lower main note
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finished = _music->waitUntilTick(0x64a, 0xFFFF, 0, 1000); // 652
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finished = _music->waitUntilMSec(26800, 0xFFFFFFFF, 0, 1000); // ticks 0x64A
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}
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if (finished) {
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@ -377,7 +377,7 @@ bool ScalpelEngine::showAlleyCutscene() {
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showLBV("scream.lbv");
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// wait until first "scream" in music happened
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finished = _music->waitUntilTick(0xabe, 0xFFFF, 0, 6000);
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finished = _music->waitUntilMSec(45800, 0xFFFFFFFF, 0, 6000); // ticks 0xABE
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}
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if (finished) {
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@ -385,7 +385,7 @@ bool ScalpelEngine::showAlleyCutscene() {
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_screen->fadeToBlack(1);
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// wait until after third "scream" in music happened
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finished = _music->waitUntilTick(0xb80, 0xFFFF, 0, 2000);
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finished = _music->waitUntilMSec(49000, 0xFFFFFFFF, 0, 2000); // ticks 0xB80
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}
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if (finished)
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@ -405,7 +405,7 @@ bool ScalpelEngine::showAlleyCutscene() {
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_screen->fadeIn(palette, 1);
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// wait for music to end and wait an additional 2.5 seconds
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finished = _music->waitUntilTick(0xFFFF, 0xFFFF, 2500, 3000);
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finished = _music->waitUntilMSec(0xFFFFFFFF, 0xFFFFFFFF, 2500, 3000);
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}
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_animation->_gfxLibraryFilename = "";
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@ -427,7 +427,7 @@ bool ScalpelEngine::showStreetCutscene() {
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_screen->fadeToBlack(2);
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// wait for music a bit
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finished = _music->waitUntilTick(0xE4, 0xFFFF, 0, 1000);
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finished = _music->waitUntilMSec(3800, 0xFFFFFFFF, 0, 1000); // ticks 0xE4
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}
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if (finished)
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