This updates the FluidSynth settings to the value ranges and defaults used by
the current version 2.3.4.
Reverb
- Room size: 0.00-1.20 / 0.20 to 0.00-1.00 / 0.20
- Width: 0-100 / 1 to 0.0-100.0 / 0.5
Chorus
- Level: 0.00-1.00 / 1.00 to 0.00 - 10.00 / 2.00
- Speed: 0.30-5.00 / 0.30 to 0.10-5.00 / 0.30
- Depth: 0.0-21.0 / 8.0 to 0.0-256.0 / 8.0
SDL audio init will fail on Windows if all audio output devices are disabled.
Only about 10 engines are checking for this case and numerous pieces of common code (EmulatedOPL, VideoDecoder) fail as well, so this acts as a fallback to prevent instability.
Renamed MD5CacheManager to AdvancedDetectorCacheManager,
and added facilities for storing open archives inside it. This
way an archive that was opened by an AdvancedDetector
will be kept in memory until the end of the detection, so
other entries/engines that will look inside it won't have
to reopen it and reread its data every time.
- Add virtual function dumpDetectionEntries() to
MetaEngine
- Glk, Sky and SCUMM do not have proper
definitions for dumpDetectionEntries()
- Add md5PropToGameFile() to extract prefixes for
md5s
- AdvancedDetector writes content of DAT file to
STDOUT
When parsing the command line option "window-size" the DO_LONG_OPTION
inserts "window-size" into the settings StringMap. This is soon later
deleted, but instead of deleting "window-size" it deletes the
non-existent setting "window_size". This is needed because width and
height are stored in "last_window_width" and "last_window_height"
respectivly and "window-size" is not used anywhere.
This means building and running scummvm in tree now works out of the box.
Unfortnatelly registering them as defaults would not work as
ConfMan::hasKey() returns false when only defined as a default, and
in most places this is checked before using those paths. So if we
wanted to use defaults we would need to replace all those checks with
a check that the path is not empty.
There is a drawback to using the session domain though: it takes
priority over all other domains. So a custom extrapath defined for
a game will be ignored. We try to mitigate the issue by only adding
those path if they exist(so that it does not break shadow builds for
example).
Also the change is excluded on Windows as it is not needed there
since the themes and engine data files are embedded in the executable.