[Scummvm-cvs-logs] scummvm master -> 0708a0e83aacfdb2d5448c3a302e83348ebe64ba
lordhoto
lordhoto at gmail.com
Sat Aug 2 21:47:15 CEST 2014
This automated email contains information about 4 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
e57e16e295 SCUMM: Use correct sound type for digital sfx.
1efc311de0 SCUMM: Make sure digital SFX are played even when speech is muted.
94f504f22a SCUMM: Fix Ctrl+t key code combination to affect speech mode.
0708a0e83a Merge pull request #483 from lordhoto/scumm-sfx-fix
Commit: e57e16e2952f1576cb33ed5069ada14e26986b72
https://github.com/scummvm/scummvm/commit/e57e16e2952f1576cb33ed5069ada14e26986b72
Author: Johannes Schickel (lordhoto at scummvm.org)
Date: 2014-07-23T02:39:51+02:00
Commit Message:
SCUMM: Use correct sound type for digital sfx.
This makes sure that digital sfx in pre digital iMuse games are using the SFX
sound type rather than the speech sound type. This allows proper volume
control.
Changed paths:
engines/scumm/sound.cpp
diff --git a/engines/scumm/sound.cpp b/engines/scumm/sound.cpp
index 7f04551..7c48a96 100644
--- a/engines/scumm/sound.cpp
+++ b/engines/scumm/sound.cpp
@@ -658,7 +658,11 @@ void Sound::startTalkSound(uint32 offset, uint32 b, int mode, Audio::SoundHandle
_vm->_imuseDigital->startVoice(kTalkSoundID, input);
#endif
} else {
- _mixer->playStream(Audio::Mixer::kSpeechSoundType, handle, input, id);
+ if (mode == 1) {
+ _mixer->playStream(Audio::Mixer::kSFXSoundType, handle, input, id);
+ } else {
+ _mixer->playStream(Audio::Mixer::kSpeechSoundType, handle, input, id);
+ }
}
}
}
Commit: 1efc311de08301271ab72ec310e1d5a972846186
https://github.com/scummvm/scummvm/commit/1efc311de08301271ab72ec310e1d5a972846186
Author: Johannes Schickel (lordhoto at scummvm.org)
Date: 2014-07-23T02:39:51+02:00
Commit Message:
SCUMM: Make sure digital SFX are played even when speech is muted.
This makes sure that digital SFX are started even when speech is muted (when
using subtitles only mode). This is, for example, noticable in the Sam&Max CD
intro.
Changed paths:
engines/scumm/sound.cpp
diff --git a/engines/scumm/sound.cpp b/engines/scumm/sound.cpp
index 7c48a96..cb428d1 100644
--- a/engines/scumm/sound.cpp
+++ b/engines/scumm/sound.cpp
@@ -851,9 +851,6 @@ void Sound::soundKludge(int *list, int num) {
}
void Sound::talkSound(uint32 a, uint32 b, int mode, int channel) {
- if (_vm->_game.version >= 5 && ConfMan.getBool("speech_mute"))
- return;
-
if (mode == 1) {
_talk_sound_a1 = a;
_talk_sound_b1 = b;
Commit: 94f504f22a69177f591d2d2e9b856d9ad0bfbe20
https://github.com/scummvm/scummvm/commit/94f504f22a69177f591d2d2e9b856d9ad0bfbe20
Author: Johannes Schickel (lordhoto at scummvm.org)
Date: 2014-07-23T02:39:51+02:00
Commit Message:
SCUMM: Fix Ctrl+t key code combination to affect speech mode.
Formerly, the key code combination didn't unmute speech at all.
Changed paths:
engines/scumm/input.cpp
diff --git a/engines/scumm/input.cpp b/engines/scumm/input.cpp
index 5e2566d..824dfec 100644
--- a/engines/scumm/input.cpp
+++ b/engines/scumm/input.cpp
@@ -435,8 +435,9 @@ void ScummEngine_v6::processKeyboard(Common::KeyState lastKeyHit) {
break;
}
- if (VAR_VOICE_MODE != 0xFF)
- VAR(VAR_VOICE_MODE) = _voiceMode;
+ // We need to sync the current sound settings here to make sure that
+ // we actually update the mute state of speech properly.
+ syncSoundSettings();
return;
}
Commit: 0708a0e83aacfdb2d5448c3a302e83348ebe64ba
https://github.com/scummvm/scummvm/commit/0708a0e83aacfdb2d5448c3a302e83348ebe64ba
Author: Johannes Schickel (lordhoto at gmail.com)
Date: 2014-08-02T21:46:43+02:00
Commit Message:
Merge pull request #483 from lordhoto/scumm-sfx-fix
SCUMM: Fix playback of digital sfx when speech is muted.
Changed paths:
engines/scumm/input.cpp
engines/scumm/sound.cpp
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