- rework 3DO audio decoders to decode into buffer only
- 3DO audio decoders also use streams without separate size arg now
- add support for ADP4 + SDX2 inside AIFC files
- add debug command "3do_playaudio" to play AIFC files
- remove audio flags and replace with stereo bool
- queue up to 0.5 seconds of audio to avoid buffer underruns
- support for SDX2 codec
- put both audio codecs into audio/decoders/3do.cpp
- made movie player capable of playing EA logo movie
The way I've configured ScummVM, the default is to use FluidSynth
for MIDI, and any game where I want AdLib overrides that setting.
I have set the DOSBox OPL emulator as the default.
However, this causes the game's "opl_driver" setting to be "auto",
which overrides the default setting, and usually picks the MAME
OPL emulator. To counter this, if it sees that "opl_driver" is
"auto", it will check the default setting.
In other words, only use "auto" if "opl_driver" isn't set on any
level. I think this is the behaviour that should cause the least
amount of astonishment.
This keeps the original MUNT code in showLCDMessage/printDebug and simply
comments it out. This *silences* a warning about debug use in our former
default replacement code. Since we already implement a ReportHandler there
is no need to adapt the default implementation.
This is not the cleanest way but the solution which requires the least changes
to MUNT code.
MI2 deletes the parser object(!) so we can't access any member
variables here. Thanks to athrxx for finding this.
This reverts commit 86c2fe47e0 and adds
a comment explaining why.
This removes overwrites in ReportHandlerScummVM which are simply the default
implementation anyway. A side effect is that this silences/fixes a warning
about the former onProgramChanged to hide an virtual method due to parameter
differences.
MIDI code will control volume via MIDI events thus the generated audio should
not be affected by mixer sound volumes.
The initial commit 0e6cdfd675 added it as music
sound type. Might be copied from the (also) incorrect FluidSynth code.
MIDI code will control volume via MIDI events thus the generated audio should
not be affected by mixer sound volumes.
The initial commit(s) in d4d045b117 /
13dc149ded added it as music sound type.
So, this seems to be a long standing issue.
Formerly the audio stream was registered as sfx. This is incorrect behavior
since the client code will control music volume with MIDI events on its own.
It seems 67b311713d introduced this very long
ago.
This should fix unintended coupling of sfx volume and music volume in BASS.
These issues were identified by the STACK tool.
By default, the C++ new operator will throw an exception on allocation
failure, rather than returning a null pointer.
The result is that testing the returned pointer for null is redundant
and _may_ be removed by the compiler. This is thus optimization
unstable and may result in incorrect behaviour at runtime.
However, we do not use exceptions as they are not supported by all
compilers and may be disabled.
To make this stable without removing the null check, you could qualify
the new operator call with std::nothrow to indicate that this should
return a null, rather than throwing an exception.
However, using (std::nothrow) was not desirable due to the Symbian
toolchain lacking a <new> header.
A global solution to this was also not easy by redefining "new" as "new
(std::nothrow)" due to custom constructors in NDS toolchain and various
common classes.
Also, this would then need explicit checks for OOM adding to all new
usages as per C malloc which is untidy.
For now to remove this optimisation unstable code is best as it is
likely to not be present anyway, and OOM will cause a system library
exception instead, even without exceptions enabled in the application
code.
At the point where the emulator is created extrapath should already been
added to extrapath. If not, the check in checkDevice already failed and thus
adding it would be too late anyway.
It seems this was added in 805b21181a. The
comment about it being a HACK has been removed in bbad3f333a
but it's not clear to my why... At any rate, this should not be here.