Once the audio buffer has been queued in the audio stream, the Theora
decoder is no longer responsible for it. It has to allocate a new
audio buffer for the next set of audio data.
Of course, at the moment the audio is pretty useless because the
playback speed is all wrong.
svn-id: r53939
Even though our video player does not (yet) support audio, we need to
adjust the values of _audiobufFill and _audiobufReady as if it did, or
it will never realize it has reached the end of the cutscene.
Also fixes what looks like a typo in audio data clipping.
svn-id: r53938
* Fix a bug which caused coroutines invoked with nullContext to
leak their state.
Sadly, nullContext is underdocumented, yet very delicate and
full of subtleties... ./
* Move nullContext decl from sched.cpp to coroutine.cpp
* Enhance a few doxygen comments
svn-id: r53934
This fixes some leaks that occurred when exiting the game resp.
returning to launcher. Note that we still leak some coroutines when
exiting after loading a savegame.
svn-id: r53933
When such a script patch is found, a dialog pops up at the beginning
of the game, asking the user to remove it. The issues that these
script patches fix have already been fixed in ScummVM, thus these
patches aren't necessary, plus they can lead to crashes, freezes, buggy
behavior and/or unexpected errors, thus it is better if they aren't
used at all, if possible
svn-id: r53920
Sometimes we can have an 8bit file for example that has a palette of 16 colors or less, so we need to go by the bit depth rather than inferring the bit depth from the palette size.
svn-id: r53917
Fixed problems when the uncompressed is smaller than compressed size
Bug fix sent by Thomas
It also fixes Bug fix#3086004 : "TOON: Lights above WACME doors incorrect"
svn-id: r53908
- MT-32 Castanets -> GM Claves
- MT-32 OneNoteJam -> GM Celesta
- MT-32 JungleTune -> GM Pan Flute
For PQ3 (from rev #53902, not in the commit description):
- MT-32 Warm Pad -> GM Pad 2 (warm)
Thanks to digitall and waltervn for their help with these
svn-id: r53907
- Changed C - style comments in map-mt32-to-gm.h to C++ - style comments
- Added a new dynamic MT-32 -> GM mapping, complementary to the normal one, which can be done on the fly using the new console command "map_instrument"
- The "show_instruments" command has been moved to the music section and now displays the instruments of the game which aren't in the MT32-> GM mapping
svn-id: r53902
This implements Max's idea on -devel
("Re: [Scummvm-devel] ATTN Engine authors: Advanced engine features") from
27.10.2010 on 11:12PM CEST.
Unlike the SCUMM implementation it stores the play time as ms instead of s.
The SCUMM engine was adapted to use this instead to reduce code duplication.
svn-id: r53892