[Scummvm-cvs-logs] CVS: scummvm/bs2/driver d_draw.cpp,1.31,1.32 d_sound.cpp,1.66,1.67 d_sound.h,1.23,1.24 sprite.cpp,1.24,1.25
Torbj?rn Andersson
eriktorbjorn at users.sourceforge.net
Thu Oct 2 00:02:15 CEST 2003
Update of /cvsroot/scummvm/scummvm/bs2/driver
In directory sc8-pr-cvs1:/tmp/cvs-serv4199/driver
Modified Files:
d_draw.cpp d_sound.cpp d_sound.h sprite.cpp
Log Message:
Cleanups, mostly related to sound effects.
Index: d_draw.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/driver/d_draw.cpp,v
retrieving revision 1.31
retrieving revision 1.32
diff -u -d -r1.31 -r1.32
--- d_draw.cpp 30 Sep 2003 16:07:04 -0000 1.31
+++ d_draw.cpp 2 Oct 2003 07:01:12 -0000 1.32
@@ -322,5 +322,12 @@
BS2_SetPalette(0, 256, oldPal, RDPAL_INSTANT);
}
+ // Lead-in and lead-out music are, as far as I can tell, only used for
+ // the animated cut-scenes, so this seems like a good place to close
+ // both of them.
+
+ g_sound->closeFx(-1);
+ g_sound->closeFx(-2);
+
return RD_OK;
}
Index: d_sound.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/driver/d_sound.cpp,v
retrieving revision 1.66
retrieving revision 1.67
diff -u -d -r1.66 -r1.67
--- d_sound.cpp 1 Oct 2003 06:36:25 -0000 1.66
+++ d_sound.cpp 2 Oct 2003 07:01:12 -0000 1.67
@@ -50,7 +50,7 @@
#define GetCompressedSign(n) (((n) >> 3) & 1)
#define GetCompressedAmplitude(n) ((n) & 7)
-int32 panTable[33] = {
+static int32 panTable[33] = {
-127, -119, -111, -103, -95, -87, -79, -71,
-63, -55, -47, -39, -31, -23, -15, -7,
0,
@@ -58,7 +58,7 @@
71, 79, 87, 95, 103, 111, 119, 127
};
-int32 musicVolTable[17] = {
+static int32 musicVolTable[17] = {
0, 15, 31, 47, 63, 79, 95, 111, 127,
143, 159, 175, 191, 207, 223, 239, 255
};
@@ -249,8 +249,6 @@
ServiceWindows();
g_system->delay_msecs(30);
}
-
- closeFx(-2);
}
// --------------------------------------------------------------------------
@@ -271,12 +269,6 @@
return getFxIndex(id) == MAXFX;
}
-// --------------------------------------------------------------------------
-// This function checks the status of all current sound effects, and clears
-// out the ones which are no longer required in a buffer. It is called by
-// a separate thread.
-// --------------------------------------------------------------------------
-
void Sword2Sound::fxServer(int16 *data, uint len) {
StackLock lock(_mutex);
@@ -287,48 +279,6 @@
if (!_music[0]._streaming && !_music[1]._streaming && fpMus.isOpen())
fpMus.close();
-
- // FIXME: Doing this sort of things from a separate thread seems like
- // just asking for trouble. But removing it outright causes regressions
- // which need to be investigated.
- //
- // I've fixed one such regression, and as far as I can tell it's
- // working now.
-
-#if 0
- int i;
-
- if (_fxPaused) {
- for (i = 0; i < MAXFX; i++) {
- if ((_fx[i]._id == -1) || (_fx[i]._id == -2)) {
- if (!_fx[i]._handle) {
- _fx[i]._id = 0;
- if (_fx[i]._buf != NULL) {
- free(_fx[i]._buf);
- _fx[i]._buf = NULL;
- }
- _fx[i]._bufSize = 0;
- _fx[i]._flags = 0;
- }
- }
- }
- return;
- }
-
- for (i = 0; i < MAXFX; i++) {
- if (_fx[i]._id) {
- if (!_fx[i]._handle) {
- _fx[i]._id = 0;
- if (_fx[i]._buf != NULL) {
- free(_fx[i]._buf);
- _fx[i]._buf = NULL;
- }
- _fx[i]._bufSize = 0;
- _fx[i]._flags = 0;
- }
- }
- }
-#endif
}
/**
@@ -610,17 +560,10 @@
if (fxi == MAXFX) {
// Expire the first sound effect that isn't currently
- // playing.
-
- // FIXME. This may need a bit of work. I still haven't
- // grasped all the intricacies of the sound effects
- // handling.
- //
- // Anyway, it'd be nicer - in theory - to expire the
- // least recently used slot.
- //
- // This used to be done by the "garbage collector" in
- // fxServer().
+ // playing. This usually shouldn't happen since the
+ // game engine manually clears all sound effects (at
+ // least except for lead-ins and lead-outs) when moving
+ // between rooms.
for (fxi = 0; fxi < MAXFX; fxi++) {
if (!_fx[fxi]._handle)
Index: d_sound.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/driver/d_sound.h,v
retrieving revision 1.23
retrieving revision 1.24
diff -u -d -r1.23 -r1.24
--- d_sound.h 1 Oct 2003 06:36:25 -0000 1.23
+++ d_sound.h 2 Oct 2003 07:01:12 -0000 1.24
@@ -73,9 +73,6 @@
FxHandle _fx[MAXFX];
MusicHandle _music[MAXMUS + 1];
- // We used to have two music volumes - one for each channel -
- // but they were always set to the same value.
-
uint8 _musicVol;
uint8 _soundOn;
Index: sprite.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/driver/sprite.cpp,v
retrieving revision 1.24
retrieving revision 1.25
diff -u -d -r1.24 -r1.25
--- sprite.cpp 29 Sep 2003 14:06:02 -0000 1.24
+++ sprite.cpp 2 Oct 2003 07:01:12 -0000 1.25
@@ -615,6 +615,8 @@
dst += screenWide;
}
} else if (s->blend & 0x02) {
+ debug(2, "DrawSprite: s->blend & 0x02");
+
// FIXME: This case looks bogus to me. The
// same value for the red, green and blue
// parameters, and we multiply with the source
@@ -622,8 +624,7 @@
// component.
//
// But as far as I can see, that's how the
- // original
- // code did it.
+ // original code did it.
//
// Does anyone know where this case was used
// anyway?
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