This multi-lingual version handles audio in a unique manner.
English audio is only on the CD audio track while the other
four languages are only in resource files. This is transparent
to the scripts that play audio; they're the same in all versions.
This required a custom interpreter that detects the language and
handles English differently. It even has a custom error message:
"You will not be able to play the 'ENGLISH' version."
Fixes bug #12431
Now that we match SSCI behavior when it comes to interrupting samples
when new samples play, we need to implement kDoAudio(13) so that the CD
version of Freddy Pharkas can detect these interruptions. Otherwise,
the game will softlock if the points sound effect or narration is
interrupted.
This code is currently untestable and is almost certainly at least
partly based on guesswork & not actual reverse-engineering (as was
the case for all other pre-2015 SCI32 code), so future developers
interested in adding SCI32 Mac support should use it only as an
intermediate reference rather than as known good code.
1. Unlocking all resources of a type using a resource ID of -1 is
gone in SCI32;
2. Audio locks need to be serialized starting in GK2 for the game's
modified kDoAudio(1) call;
3. Audio locks in SCI3 must work more like SSCI, since at least
Lighthouse's `BackMusic::fade` method will attempt to unlock
audio that was never locked by a script. In SSCI (and now in
ScummVM too) this is a no-op; previously in ScummVM, it would
remove Audio32's own lock on the audio resource, resulting in a
use-after-free;
4. kDoAudio(1) starting in GK2 returns the number of active
*not-in-memory* channels being played, not the total number of
active channels.
Fixes Trac#9675.
This patch includes enhancements to the ScummVM integration with
SCI engine, with particular focus on SCI32 support.
1. Fixes audio volumes syncing erroneously to ScummVM in games
that modify the audio volume without user action (e.g. SCI1.1
talkies that reduce music volume during speech playback). Now,
volumes will only be synchronised when the user interacts with
the game's audio settings. This mechanism works by looking for
a known volume control object in the stack, and only syncing
when the control object is present. (Ports and planes were
researched and found unreliable.)
2. Fixes audio syncing in SCI32 games that do not set game
volumes through kDoSoundMasterVolume/kDoAudioVolume, like GK1,
GK2, Phant1, and Torin.
3. Fixes speech/subtitles syncing in SCI32 games that do not use
global 90, like LSL6hires.
4. Fixes in-game volume controls in SCI32 games reflecting
outdated audio volumes when a change is made during the game
from the ScummVM launcher.
5. Fixes SCI32 games that would restore volumes from save games
or reset volumes on startup, which caused game volumes to be
out-of-sync with ScummVM when started.
6. ScummVM integration code for audio sync has been abstracted
into a new GuestAdditions class. This keeps the ScummVM-
specific code all in one place, with only small hooks into the
engine code. ScummVM integrated save/load code should probably
also go here in the future.
Fixes Trac#9700.
This provides a complete implementation of kDoAudio through
SCI2.1mid, plus partial implementation of SCI3 features.
Digital audio calls shunted through kDoSound have also been
updated to go through the SCI32 audio mixer, though these shunts
are a bit hacky because the ScummVM implementation of kDoSound
does not currently match how SSCI kDoSound is designed.
It is probably possible in the future to just replace the SCI1.1
audio code (audio.cpp) with the new SCI32 code, since the major
differences seem to be that (1) SCI1.1 only supported one digital
audio playback channel (this is configurable already), (2) it
had extra commands for CD audio playback and queued sample
playback.
This first of all combines both detection entries and makes it
possible so that the user can directly choose English or Japanese
without having to add the game twice.
But it also fixes the in-game option to switch between English
and Japanese. Prior to this commit it was only possible to for
example switch from Japanese to English once, but it was not
possible to switch back without quitting the game and starting it
again.
- Detection works via signatures (couldn't find a better way)
- new kString subcalls were introduced SCI2.1 LATE
- kString now has signatures and is split via subcall table
- kString fix, so that KQ7 doesn't crash, when starting a chapter
- Sci2StringFunctionType removed, because no longer needed
moved some audio-specific resource code inside resource_audio.cpp
This functionality is used by kSetLanguage(), called when switching the language in
MUMG Deluxe from the game's main menu.
svn-id: r55872
- Added a stub for kSetLanguage, used in MUMG Deluxe - this needs support at the resource
manager level
- Made kGetSierraProfileInt a stub function (it's used in the Windows version of
Phantasmagoria 1 to override the video speed setting obtained from kGetConfig)
svn-id: r55161
- "Invalid" SCI reverb values (127) are properly handled now
- SCI kDoSound(reverb) sets the global reverb (renamed it accordingly)
- kDoSound(reverb) can also return the current reverb if no parameter is sent
svn-id: r54457
kDoSound(resumeAfterRestore) is called right after restoring a saved game for sound-sci0 games, we already resume playing music inside restore, so we don't need to implement this at all
svn-id: r51058