Commit Graph
23 Commits
Author SHA1 Message Date
Le Philousophe 4113d2a3e6 CGE2: Don't pass the engine object to EncryptedStream
It doesn't need it and when linked with detection and with UBSan enabled
build fails because CGE2Engine isn't linked in
2022-01-03 14:44:03 +02:00
Eugene Sandulenko abea37c9bb ALL: Update ScummVM project license to GPLv3+ 2021-12-26 18:48:43 +01:00
Orgad Shaneh 7f476c844f CGE2: Use nullptr
Using clang-tidy modernize-use-nullptr
2021-11-14 15:51:59 +02:00
Coen Rampen 36d395b2d1 CGE2: Stop current SFX before loading a new one
When loading a sound effect, the engine would deallocate the memory for the
currently playing sound effect, and stop playback afterwards. This commit
changes this to stop playback first, and then deallocate and load the new
sound effect.

This should fix the problem with the mixer accessing deallocated memory
reported in issue #12852.
2021-08-31 23:31:54 +02:00
SupSuper b6d9b187d0 CGE2: Make sure to stop playing sounds before freeing resources 2021-04-01 23:25:43 +03:00
Tomasz Długosz eaab877d66 JANITORIAL: fix the name of original author of cge and cge2
The first name is Janusz, not Janus.
The correct name was used in AUTHORS and credits.
In case of doubts, see his personal webpage: https://www.jbw.pl/ - name is in the page footer
2020-04-18 20:59:57 +02:00
Ori Avtalion 3564032330 JANITORIAL: Reduce audio header dependencies 2016-04-14 16:10:21 +03:00
Willem Jan Palenstijn 2c61e80d7e CGE2: Constify strings 2014-09-28 23:57:26 +02:00
uruk c247125469 CGE2: Rename _soundHandle to _sfxHandle. 2014-08-13 20:35:31 +02:00
uruk 528ed79575 CGE2: Make impossible to dereference nullptr in sndDigiStart(). 2014-08-13 17:30:40 +02:00
Strangerke b8b3e5af04 CGE2: Some more minor cleanup 2014-08-03 15:44:20 +02:00
uruk 7c65aa7aec CGE2: Repair/rename checkSoundHandle(). 2014-07-24 19:44:09 +02:00
uruk ff97d52d72 CGE2: Distinguish SFX from speech when playing sounds.
Now the sound options of ScummVM are taken into account when playing these two types of sounds. Until now, everything was considered SFX sound.
2014-07-24 18:55:09 +02:00
uruk 755fedcceb CGE2: Set speech only/text only/both modes according to Launcher options. 2014-07-24 16:50:36 +02:00
uruk def6b4fc3e CGE2: Add and use Sound::checkSoundHandle(). 2014-07-22 18:54:48 +02:00
uruk 3dc79442c9 CGE2: Fix Sound::open(). 2014-07-09 12:51:03 +02:00
uruk 2f8abb06c3 CGE2: Implement Sound::open(), add stub for checkSaySwitch(). 2014-07-09 12:46:49 +02:00
uruk c7aa91019b CGE2: Replace NULL with nullptr everywhere. 2014-07-07 21:42:45 +02:00
uruk 23adc159ef CGE2: Implement busy() and revise connected parts of the engine. 2014-06-23 11:50:49 +02:00
Strangerke c5072db8fb CGE2: Fix remaining shadowed variables 2014-06-03 22:46:59 +02:00
Strangerke 11ebdcb5e0 CGE2: nullify some pointers 2014-06-03 20:18:48 +02:00
uruk 3c86aa288b CGE2: Implement snSound().
Rework the whole Fx class during the process.
The intro animation is working now.
2014-05-24 10:47:07 +02:00
uruk 8e3bbbea7c CGE2: Add sound code with working MIDI parts. 2014-05-01 22:52:20 +02:00