[Scummvm-devel] Streaming sounds in Scumm games
Filippos Karapetis
philipk79 at hotmail.com
Thu Aug 6 08:51:56 CEST 2009
Er, I've already put a #if defined(ENABLE_SAGA2) safeguard which affects both shorten.h and .cpp. And the Shorten code is only used in the WIP SAGA2 engine, not the whole SAGA engine.
As for the sound code in SAGA: I've written it to load samples in memory, as it simplified the overall code in that part, as the SAGA engine has to deal with a variety of different encodings (PCM, VOC, VOX, WAV, VOC, AIFF and Shorten). The whole sound effect/speech code in SAGA should be changed to play samples from disk directly, rather than loading them in memory, but I believe that this is not possible for VOC, WAV and AIFF files with the current common code.
Regards
Filippos
> From: max at quendi.de
> To: scummvm-devel at lists.sourceforge.net
> Date: Wed, 5 Aug 2009 21:34:15 +0200
> Subject: Re: [Scummvm-devel] Streaming sounds in Scumm games
>
>
> Am 05.08.2009 um 21:25 schrieb Max Horn:
> > BTW, all of the above also applies to the WAVE code and
> > loadWAVFromStream().
>
> ... and also for the AIFF code. Seems loadAIFFFromStream is used by
> SAGA and by SWORD1. While makeAIFFStream is never used ;).
>
> Interestingly, Sword1 implements its own WaveAudioStream resp.
> AiffAudioStream classes wrapping loadWAVFromStream resp.
> loadAIFFFromStream. Weird!
>
> Finally, there is loadShortenFromStream which is used by SAGA only;
> and makeShortenStream, which is not used anyway -> this code should
> have an #ifdef SAGA. And I guess AIFF should be #ifdef SAGA || SWORD1,
> and so should (yeah, the proper symbol names are different, but I
> think it's clear what I mean ;).
>
> Which reminds me: Is anybody actually taking care of adding those
> engine specific #ifdefs ? :)
>
>
> Cheers,
> Max
>
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