It's now possible to screenshot all played frames by using:
`--debugflags=screenshot`
The screenshots are stored in `dumps/<archivename>-movie-<frameran#>.png`.
Note: it's PNG only.
On macOS, TextToSpeechManager::getDefaultVoice() now returns the
system default voice (assuming the system language is the same as
the language for which we ask the default voice in ScummVM, otherwise
it returns the first voice).
* WINTERMUTE: Mark custom actions as game-specific
* WINTERMUTE: Disable keyboard walking while city map is open
* WINTERMUTE: Fix misprints in comments
Initial import from https://github.com/snapcrafters/scummvm.
Importing the snapcrafters repository here is the first step in order
to officially take over maintenance of the snap package hosted at
snapcraft.io/scummvm.
For now, please submit PRs to the _snapcrafters_ repository.
* KYRA: Added GM initialization for Lands of Lore
The original interpreter of Lands of Lore uses two executables, which
both do initialization of MIDI devices. The main executable runs a
sysex file for GM devices; the intro executable does not.
ScummVM only does MIDI initialization once and it performs this like
the intro executable. I've added the GM initialization of the main
executable. Note that the initialization file consists mostly of
sysexes which alter the display of the SC-55, so it's not particulary
useful. Not many games did this though, so I thought it would be a
fun feature to include.
I also noticed that the check which distinguishes between the two
demo versions of LoL did not work properly; the useAltShapeHeader
flag was true for both versions. I've changed it to check for the
existence of a PAK file which was only included with one of the two
demos.
* MIDI: Delay parser after handling SysEx events
This changes the way delays between SysEx events in MIDI data are handled from
delaying the backend to delaying the MidiParser.
SysEx events require a delay between events to ensure correct processing by the
MIDI device. This is usually implemented by calling OSystem::delayMillis.
Some games use some form of MIDI sequence filled with SysEx messages to
initialize the MIDI device. This is handled by the MidiParser. Using the
delayMillis method causes the following MIDI events to be "bunched up" and be
executed in a shorter timespan than intended.
I've altered this by making the MidiParser stop parsing when a SysEx event is
encountered and not enough time has passed since the last SysEx. After enough
time has passed, the next SysEx is sent and parsing resumes. To facilitate
this, I've introduced an alternate sysExNoDelay fuction on the MidiDiver. This
does not execute the delay itself, but instead returns the required delay time,
so the parser can handle this instead.
I've currently only implemented this method for the Miles MT-32/GM driver. For
other driver implementations, this will call the regular sysEx method and
return a 0 delay time, so there will be no change in behavior.
This restores a sound effect at the end of the Legend of Kyrandia MT-32 MIDI
initialization. Before, the Note On and Note Off events would be transmitted
instantly after each other, causing the notes not to play.
* MIDI: Add instrument bank fallback
Some games rely on a feature of the Roland SC-55 v1.xx that corrects invalid
instrument banks. This feature was removed in later versions of the device and
not implemented in most other GM devices, causing some MIDI data (sound effects
mostly) to play incorrectly.
Specifically, this applies to Lands of Lore. For example, in the intro, the
sound effect of the ring sparkling uses an incorrect instrument bank. Depending
on how the MIDI device handles this, the sound will play correctly, with the
wrong instrument, or not at all.
This commit emulates the SC-55 functionality that corrects the invalid bank
numbers. I've implemented this (partially) on the MidiDriver, so that it can be
re-used for other games (Xeen 4 and 5 also have this issue with some sound
effects).
* KYRA: Start MIDI playback after selecting track
The MIDI parser would automatically start playback after loading MIDI data, but
KYRA engine games use MIDI files with multiple tracks. Because of this it was
necessary to immediately stop playback after loading MIDI data, and then select
the track that should be played for correct playback. The parser now has a
feature to disable automatically starting playback, so I've implemented this
for KYRA.
* KYRA: Improve stopping MIDI playback
In two places All Notes Off events were sent on all channels to stop MIDI
playback of the background music. However, this will also cut off any MIDI
sound effects which are playing. Where needed I've replaced this with simply
stopping playback of the background music; the parser will turn off any active
notes.
I've also made sure playback is stopped before freeing the music data
memory to prevent any issues.
I've added sending All Notes Off events when the game quits, just in case any
hanging notes are not ended by the parsers (should not really be a problem
though).
* MIDI/KYRA: Add pausing playback to MIDI parser
* KYRA: Fix invalid track selection
If a game would attempt to play an invalid track, the parser would start
playing the previously selected track. Fixed this so the parser will not start
playing.