If running an OPL2 track on a DOS_BOX OPL3 emulator,
The buffer will be divided by 2 like if it is stereo,
but it will generate a mono audio stream, as opl3Active
flag is disabled, so it will act as an OPL2.
The error results in wrong sound produced.
This fix the issue when OPL3 is used as an OPL2 and therefore
as a mono audio source.
The current error should be easily reproducible if
using OPL3 with .ADL Westwood's files.
This bug it might have never been noticed because those files,
in kyra engine, are using always OPL2 (kAdlib) is used.
When DosBox OPL3 Emulator is run as OPL2 compatibilty mode,
requires to call the GenerateBlock2 method as the internal
stereo mode used in GenerateBlock3 is not activated.
This fix covers all scenarios:
- OPL2: default common base case, non stereo.
- DUAL_OPL2: This is kind of OPL3 mode,
I don't think is really fully supported,
- OPL3 in OPL2 mode: In this scenario the audio buffer is stereo, but
the emulator is generating mono audio.
- OPL3 in OPL3 mode: this is the full stereo mode of OPL3.
When configuration flags are changed (ASan enabling for example), force
rebuild the MT32 objects.
They were not rebuild because not depending on config.h
On iOS a sandboxed filesystem is used where the root is in the
Application folder instead of being the filesystem root. As a
result path used in ScummVM (for example for FSNode) are different
from filesystem paths. For fluidsynth the internal soundfont path
is transformed to a filesystem path to pass to the fluidsynth
library. On iOS trying to create a FSNode with that full path does
not work and that caused the soundfont existence check to fail.
The user can specify a custom soundfont to be used with fluidsynth.
There was previously a hack for the iOS7 backend to get the path to
the document folder where the user can put files in a sandboxed
environment. This hack was removed in commit:
cac0664757
The problem however occurred when creating a FSNode from the full
system path because FSNode uses makeFileNodePath, which already
prepends the root. So the full path is added twice which causes the
fileNode.exists() to fail.
Create the FSNode from the path to the soundfont and check if the
file exist. If so then return the full path.
The code looks a bit less hack-ish and also now supports using path
in the application bundle and not only in the documents folder. It
could also help for other backends using a sandoxed filesystem.
This updates the FluidSynth settings to the value ranges and defaults used by
the current version 2.3.4.
Reverb
- Room size: 0.00-1.20 / 0.20 to 0.00-1.00 / 0.20
- Width: 0-100 / 1 to 0.0-100.0 / 0.5
Chorus
- Level: 0.00-1.00 / 1.00 to 0.00 - 10.00 / 2.00
- Speed: 0.30-5.00 / 0.30 to 0.10-5.00 / 0.30
- Depth: 0.0-21.0 / 8.0 to 0.0-256.0 / 8.0
CMS/Gameblaster: add sbtype=gb, fix base addresses other than 220h, fix lack of sound when starting from autoexec, add autodetection (Thanks robertmo and Cloudschatze)