Resolve an issue where the value was incorrectly treated as a signed integer during multiplication/division. This was causing fluctuations in volume, with levels varying up and down.
The original code reads the envelopeEnd(1 and 2) value as a byte, extends it to a word then ANDs it with 0x00FF before multiplying/dividing.
The volume and pitch faders should be fine, now.
I haven't fixed the speed fader, since the whole
handling of the speed setting would need to get
examined a bit closer. I think we're doing it wrong
(but maybe correctly for MI2/INDY4/DOTT?), but
this can be fixed separately...
The user can specify a custom soundfont to be used with fluidsynth.
There was previously a hack for the iOS7 backend to get the path to
the document folder where the user can put files in a sandboxed
environment. This hack was removed in commit:
cac06647571a3352cb108faad48af9271a69ce36
The problem however occurred when creating a FSNode from the full
system path because FSNode uses makeFileNodePath, which already
prepends the root. So the full path is added twice which causes the
fileNode.exists() to fail.
Create the FSNode from the path to the soundfont and check if the
file exist. If so then return the full path.
Some non-essential subroutines in fxEndSubroutine is not implemented.
Support is currently the same as original game, so Roland GS and there are no conversion to GM.
Music tracks requires at least MT32-compatible device with support of capital tone fallback in ROM.
Game is also extensively uses extended sounds found in CM-32L for sound effects, MT-32 will produce silence for those.
So using in combination with real CM-32L or emulated one is the best for now.
The code looks a bit less hack-ish and also now supports using path
in the application bundle and not only in the documents folder. It
could also help for other backends using a sandoxed filesystem.
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
This commit adds a MidiParser implementation for Ultima 6's
M format and MidiDrivers for AdLib and MT-32. This replaces
the old implementation based on AdPlug, which supports
AdLib only and does not have ScummVM's support for various
OPL emulators and devices.
Music for Savage Empire and Martian Dreams has been
temporarily disabled, because these games use a different
music format and there is no MidiParser yet.
This commit adds a MidiParser implementation for Ultima 6's
M format and MidiDrivers for AdLib and MT-32. This replaces
the old implementation based on AdPlug, which supports
AdLib only and does not have ScummVM's support for various
OPL emulators and devices.
Music for Savage Empire and Martian Dreams has been
temporarily disabled, because these games use a different
music format and there is no MidiParser yet.
Modern WAV files may contain extra chunks before the FMT header,
as specified in the Broadcast Wave Format extension.
These chunks must be skipped to properly read the header.
This commit fixes an issue where RateConverter would
sometimes chop off the very end of an audio stream. This
happened when the RateConverter would have some
data left in its internal buffer, but the source stream was
already fully read. The base RateConverter class now has
a needsDraining() function which indicates leftover data,
and relevant code now uses it when needed.