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 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.
Engines should only have to call one set of functions and not decide between the two. In fact, the 'emulation' API was documented to just call the 'real CD' API.
- 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
Now, sound effects in SCI1.1 games will no longer be incorrectly using the speech
sound volume. This avoids them being silenced in floppy games that are flagged
as not having speech. Fixes bug #3554709 - "SCI: Digital SFX don't play when
Override Global Audio set"
This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
MKID_BE relied on unspecified behavior of the C++ compiler,
and as such was always a bit unsafe. The new MKTAG macro
is slightly less elegant, but does no longer depend on the
behavior of the compiler.
Inspired by FFmpeg, which has an almost identical macro.
- Added WIP robot sound support (which has pops between each frame for some reason)
- Now handling a lot of previously ignored fields
- Now handling the chunk before the palette chunk properly. Fixes some v6 videos
- Added known robot related TODOs
svn-id: r55793
- The code now streams videos instead of loading them in memory, without utilizing seeking
- Removed the sound-related robot code from the graphics classes
- Started implementing the code for the sound in robot videos (still not finished)
svn-id: r55772