On Mon, Sep 24, 2001 at 08:49:28AM +0930, Alexander R Angas wrote:
> > > In the SOUND_COMMAND_INIT_SONG switch case, what do these comments mean?
> > >       /* set default reverb */
> > >       /* midi_reverb(-1); */
> > >       /* midi_allstop(); */
> >
> > Hmm, my guess (they're not from me, IIRC) would be that they mean that we
> > should, at this point, disable reverb and stop all active notes, but
> > aren't doing so because the functionality for this hasn't been implemented
> > yet (and because no one has complained so far).
> > I'm not sure it this is relevant or even correct. Only way to try this out
> > would be to implement it and see if something sounds different.

No.  reverb is understood, but it's up the the midi_device to actually
do anything with it (currently, only the mt32 supports it). I originally
put those commands there, but later commented 'em out as every SCI
game/tune that changed reverb also changed things back to a sane value
in another tune.  So it was redundant, basically.  

> > > In SOUND_COMMAND_SET_MUTE, why should this never happen?

SCI defines a MUTE sound command -- press F2.  :)  It mutes the sound
system; morally equivalent to setting the volume to 0, except the
previous value is stored.   We watch for the MUTE in the operational
layer, and pass it to the sound server in terms of SET_VOLUME commands
instead of MUTE/UNMUTE.  Basically, the soundserver should never get an
explicit MUTE event because of how we (I) implemented it.

 - Pizza
-- 
Solomon Peachy                                    pizzaATfucktheusers.org
I ain't broke, but I'm badly bent.                           ICQ# 1318344
Patience comes to those who wait.
    ...It's not "Beanbag Love", it's a "Transanimate Relationship"...

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