[Scummvm-devel] AdLib

amazon at enderboi.com amazon at enderboi.com
Mon Apr 22 08:24:02 CEST 2002


Well, the problem is that I can't find a resource containing the music
data... Aynone know how?

And as for the fmopl.cpp - we may have to remove adlib support totally in
the next release, as fmopl.cpp is under the mame license not the
GPL...thus unless we can get it relicensed we will have to removeOPL2
support.



Regards,        | It's always bad news in computing.. and beware
		| of anything claming to be good news - because
                | its probably a virus. - Salmon Days
        Ender   |
  (James Brown) | [Nehahra, EasyCuts, PureLS, www.QuakeSrc.org]

On Mon, 22 Apr 2002, Sean Young wrote:

> Date: Mon, 22 Apr 2002 17:05:10 +0200
> From: Sean Young <sean at mess.org>
> To: scummvm-devel at lists.sourceforge.net
> Subject: Re: [Scummvm-devel] AdLib
>
> On Fri, Apr 19, 2002 at 08:07:17AM +0800, J.Brown (Ender/Amigo) wrote:
> > Sam and Max doesn't use adlib. So the new sound code defaults to MIDI
> > music only. create_thread is called to create a sound thread.
>
> Please correct me if I'm wrong:
>
> AFAIK Sam and Max does not support adlib (OPL2), but it does support the
> Sound Blaster (OPL3); by the time Sam and Max was released the Sound Blaster
> was already popular, so Adlib support wasn't needed any more.
>
> The fmopl.cpp should support the OPL3. MAME's src/sound/3812intf.[ch]
> shows how to use it. IMHO it would be great to have Sound Blaster support
> because it would enable music in Sam and Max, and give better sound in many
> other games (stereo sound, more channels etc.)
>
>
> Sean
>
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