SCI: Always prefer digital sound effects to prevent confusion to users
This toggle will be enabled again when a more user-friendly GUI option is possible
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NEWS
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NEWS
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@ -13,6 +13,9 @@ For a more comprehensive changelog of the latest experimental code, see:
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SCI:
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- Fixed race condition in SCI1.1 palette changes. This fixes an error in
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QFG1VGA, when sleeping at Erana's place.
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- The option to toggle sound effect types between digitized and synthesized
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has been disabled until a more user-friendly GUI option is possible.
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Digital sound effects are always preferred for now.
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1.4.0 (2011-11-11)
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New Games:
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@ -32,9 +32,12 @@
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namespace Sci {
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//#define ENABLE_SFX_TYPE_SELECTION
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SoundCommandParser::SoundCommandParser(ResourceManager *resMan, SegManager *segMan, Kernel *kernel, AudioPlayer *audio, SciVersion soundVersion) :
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_resMan(resMan), _segMan(segMan), _kernel(kernel), _audio(audio), _soundVersion(soundVersion) {
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#ifdef ENABLE_SFX_TYPE_SELECTION
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// Check if the user wants synthesized or digital sound effects in SCI1.1
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// or later games
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_useDigitalSFX = ConfMan.getBool("multi_midi");
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@ -45,6 +48,10 @@ SoundCommandParser::SoundCommandParser(ResourceManager *resMan, SegManager *segM
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// resource number, but it's totally unrelated to the menu music).
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if (getSciVersion() >= SCI_VERSION_2)
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_useDigitalSFX = true;
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#else
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// Always prefer digital sound effects
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_useDigitalSFX = true;
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#endif
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_music = new SciMusic(_soundVersion, _useDigitalSFX);
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_music->init();
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