24 Commits

Author SHA1 Message Date
Johannes Schickel
cbef6d0342 SCUMM: Slight renaming for clarification. 2016-03-16 15:39:48 +01:00
Max Horn
ac4360af88 SCUMM: Get rid of unused Audio::mixer references 2015-07-19 17:12:05 +02:00
Matthew Hoops
bed9da8b9d AUDIO: Remove all AudioStream access to OPL 2015-07-07 20:19:47 -04:00
Matthew Hoops
0bb13b358e SCUMM: Use the built-in OPL timer for Player_AD 2015-07-07 20:19:42 -04:00
Johannes Schickel
4069f63eb0 SCUMM: Save/load music/sfx data in AD player.
This makes sure that the currently playing music and sfx are resumed when
loading a save game.
2014-06-04 18:51:15 +02:00
Johannes Schickel
eeed91c420 SCUMM: Implement simple seeking in AD player. 2014-06-04 18:51:15 +02:00
Johannes Schickel
f63d00d4c6 SCUMM: Slightly refactor music playback in AD player. 2014-06-04 18:51:15 +02:00
Johannes Schickel
051034f811 SCUMM: Simplify voice channel allocation in AD code. 2014-06-04 18:51:15 +02:00
Johannes Schickel
d18c31e2eb SCUMM: Fix volume levels when playing SFX and music at the same time in AD player.
This sadly decreases the granularity of volume control since AdLib has far
less distinct volume levels as we. However, having music and sfx at the same
time increases the overall experience.
2014-06-04 01:49:31 +02:00
Johannes Schickel
707cfd07ac SCUMM: Only stop music when requested in AD code. 2014-06-04 01:49:31 +02:00
Johannes Schickel
a6ec34f424 SCUMM: Let music in AD code use the same HW channel allocation as SFX. 2014-06-04 01:49:31 +02:00
Johannes Schickel
f78e12cd5c SCUMM: Dynamically allocate hw channels for SFX in AD player. 2014-06-04 01:49:31 +02:00
Johannes Schickel
02f47dd497 SCUMM: Allow multiple SFX to be played at once with AD.
Actually, even before this change it was possible. However, since we formerly
used the original channel specification it was not possible when two sfx were
started on the same channel. Now we can play such sounds simultaneously again.
This is a first step towards a AdLib support level we had when we tried to
convert SFX to MIDI to play it through iMuse. However, now we still play the
sound effects properly, i.e. they still sound like in the original.
2014-06-04 01:49:31 +02:00
Johannes Schickel
99f9756992 SCUMM: Further cleanup in AD SFX code. 2014-06-04 01:49:30 +02:00
Johannes Schickel
7ad0e135e6 SCUMM: Further refactor AD SFX code. 2014-06-04 01:49:30 +02:00
Johannes Schickel
c50f6af8f7 SCUMM: Always work directly on Channel data in AD code. 2014-06-04 01:49:30 +02:00
Johannes Schickel
fa6779c7a7 SCUMM: Store hardware channel number explicitly in Channel structure in AD code. 2014-06-04 01:49:30 +02:00
Johannes Schickel
a1d36da506 SCUMM: Move notes into SFX channel structure in AD player. 2014-06-04 01:49:30 +02:00
Johannes Schickel
70789f3964 SCUMM: Further SFX note related cleanup in AD player. 2014-06-04 01:49:30 +02:00
Johannes Schickel
ffbd6a8432 SCUMM: Only keep music data variable for music around in AD code. 2014-06-04 01:49:30 +02:00
Johannes Schickel
13af131775 SCUMM: Introduce symbolic names for channel/note states in AD code. 2014-06-04 01:49:30 +02:00
Johannes Schickel
703f1eef48 SCUMM: Slight cleanup in SFX register code in AD player. 2014-06-04 01:49:29 +02:00
Johannes Schickel
e71c841ca0 SCUMM: Small cleanup in SFX note setup in AD code. 2014-06-04 01:49:29 +02:00
Filippos Karapetis
4f807ee53e SCUMM: More renaming for players
Rename "player" directory to "players", and reintroduce the "player_"
file prefix. This has been done after sev's request.
"players/player_foo.*" is more descriptive, and avoids potential name
clashes in libraries
2013-11-01 19:26:51 +02:00