CMS/Gameblaster: add sbtype=gb, fix base addresses other than 220h, fix lack of sound when starting from autoexec, add autodetection (Thanks robertmo and Cloudschatze)
This was previously disabled implicitly by the missing define
symbols in the SampleRateConvertor module. This has now been enabled
to use the internal rate convertor code.
This was generating undefined macro warnings from GCC when -Wundef
was passed.
This commit adds a mediator class to decouple the CMS emulator from the engines
that use it. This allows for easier updating or replacement of the emulator or
addition of new emulators. It also enables using the emulator via a callback
mechanism.
This was previously disabled implicitly by the missing define
symbols in the SampleRateConvertor module. This has now been enabled
to use the internal rate convertor code.
This was generating undefined macro warnings from GCC when -Wundef
was passed.
Mostly done using the following Ruby script:
(Dir.glob('**/*.cpp') + Dir.glob('**/*.h')).each do |file|
s = File.read(file, encoding: 'iso8859-1')
t = s.gsub(/(([\w_.\[\]]+)\s*=\s*new\s+\S+?\[[^\]]+?\](?!\())([^\{\}]*?)\n\s+memset\(\s*\2\s*,\s*0\s*,[^;]*;/m, '\1()\3')
if t != s
File.open(file, 'w') { |io| io.write(t) }
end
end
This adds a command queue to the PC speaker emulator for PWM-style sounds that
need timing of less than a millisecond. The play method only supports
milliseconds and requires real time control, which is difficult to achieve with
microsecond timings.
The new playQueue method allows you to queue up playback instructions with
microsecond timing, which are executed when audio samples need to be generated.
If FLUID_INFO is "verbose informational messages", perhaps they should
be better hidden from the average user than warnings. Particularly since
warnings are the only kind I've actually seen in the wild. (Change
suggested by criezy.)
When an engine provides in-memory SoundFont data, use that unless a
SoundFont has been explicitly configured on the current game. Otherwise
a global SoundFont setting will always override it. Even overriding the
MIDI settings for the game and leaving the SoundFont setting blank did
not work for me.