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Added a definition for Apple IIGS sound emulation mode, made sound initialization set it when appropriate and instruments loading use it.
svn-id: r28647
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@ -677,13 +677,20 @@ void AgiEngine::initialize() {
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// drivers, and I'm not sure what they are. For now, they might
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// as well be called "PC Speaker" and "Not PC Speaker".
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switch (MidiDriver::detectMusicDriver(MDT_PCSPK)) {
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case MD_PCSPK:
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_soundemu = SOUND_EMU_PC;
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break;
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default:
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_soundemu = SOUND_EMU_NONE;
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break;
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// If used platform is Apple IIGS then we must use Apple IIGS sound emulation
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// because Apple IIGS AGI games use only Apple IIGS specific sound resources.
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if (ConfMan.hasKey("platform") &&
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Common::parsePlatform(ConfMan.get("platform")) == Common::kPlatformApple2GS) {
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_soundemu = SOUND_EMU_APPLE2GS;
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} else {
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switch (MidiDriver::detectMusicDriver(MDT_PCSPK)) {
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case MD_PCSPK:
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_soundemu = SOUND_EMU_PC;
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break;
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default:
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_soundemu = SOUND_EMU_NONE;
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break;
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}
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}
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if (ConfMan.hasKey("render_mode")) {
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@ -440,6 +440,9 @@ int SoundMgr::initSound() {
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case SOUND_EMU_MAC:
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waveform = waveformMac;
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break;
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case SOUND_EMU_APPLE2GS:
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loadInstruments();
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break;
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}
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report("Initializing sound:\n");
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@ -451,8 +454,6 @@ int SoundMgr::initSound() {
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report("disabled\n");
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}
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loadInstruments();
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_mixer->playInputStream(Audio::Mixer::kPlainSoundType, &_soundHandle, this, -1, Audio::Mixer::kMaxChannelVolume, 0, false, true);
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return r;
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@ -39,6 +39,7 @@ namespace Agi {
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#define SOUND_EMU_TANDY 2
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#define SOUND_EMU_MAC 3
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#define SOUND_EMU_AMIGA 4
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#define SOUND_EMU_APPLE2GS 5
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#define WAVEFORM_SIZE 64
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#define ENV_ATTACK 10000 /**< envelope attack rate */
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