since the original interpreters appear to have allowed it. This fixes bug
#786380 ("FOA - FISTS, script crash in Crete").
I do not know what the purpose of actor 0 was in the original. Either it's
a no-op, or it's used to store actor default values.
Note that in the FOA case the room-33-200 script will loop - at least with
the provided savegame - until you leave the room. However, this is quite
harmless.
svn-id: r9650
commands are now under "imuse", and underscores
have been removed.
imuse panic - Stop all music tracks
imuse multimidi on/off - Set multimidi
imuse play # - Play a sound resource
imuse play random - Play a random sound resource
imuse stop # - Stop a music resource
imuse stop all - Stop all music resources
Note that "play #" and "play random" only attempt
to play a sound resource. If the resource is not
a music resource or is in a format not supported by
the current music driver, it won't play.
You can use this as a mini jukebox, but be sure
you're in a room with minimal activity. The
goal is to minimize interference from the scripts
while playing sounds that are not expected in
that room.
svn-id: r9641
Fixed behavior of command line options that
are treated as "[scummvm]" modifiers by
default. I'm not even sure if "[scummvm]"
mods still work (or require special code)
so we might be able to get rid of old code.
Also added --fullscreen and --no-fullscreen
command line options.
svn-id: r9640
Fixed redundant, cumulative adjustments of _masterVolume
on the individual channel volumes. This fixes problems
with individual instruments changing volume by too much,
or dropping out altogether, when changing the master
music volume.
svn-id: r9635
Possible fix for Bug [770085] MI2: Amiga version always crashes after a few minutes
Corrected OOB graphics writes in proc3_ami() by fixing the
mask to properly detect negative Y values. Don't know if
this is the right way to fix this -- there are enough GFX
bugs in the Amiga code as to make assessment difficult --
but at least it averts crashes.
svn-id: r9634
Included the ImDeferredCommand list when checking for
sounds that have been queued to play. Also added
sound queue processing between execution of exit script
and entry script. In the case of this bug, the entry
script required that the iMuse state be fully up to
date, including last-moment changes from the previous
exit script.
svn-id: r9622
The new tables come directly from the Adlib driver
for the original Sam & Max distro. Sam & Max using
Adlib should now sound essentially identical to
the original distro ("a few more tests"), and other
games without specific Adlib support, such as Simon,
should sound a whole lot closer to the GM tonality.
Percussion support is now comprehensive for Sam & Max
and a lot more thorough for other games.
svn-id: r9605
This circumvents problems doing generic send()
calls to MidiDrivers that support more than
16 MIDI channels (i.e. Adlib). Because of the
way it interacts with MidiDriver, Simon could
have run into a problem if it tried to
allocate more than 15 Adlib music channels
(though this would only happen in very, VERY
rare circumstances).
Also fixed a problem with the channel
numbering scheme used by MidiDriver_Adlib,
in particular the percussion channel number.
svn-id: r9604