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[00:22] <GitHub180> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/viIG0
[00:22] <GitHub180> scummvm/master dd4fee3 Paul Gilbert: TITANIC: Add support for specifying a sound is music or SFX...
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[00:35] <snover> dreammaster: well i did write a basic sound mixer for ssci so let me know if/when you need guidance
[00:36] <dreammaster> Ok, thanks.
[00:36] <snover> er. sci* :) that is an easily typoed acronym.
[00:37] <dreammaster> That's alright, you're a Super SCIer :)
[00:39] <snover> its over 9000& lines of code.
[00:40] <Trixar_za> That's a pretty good DBZ reference
[00:41] <dreammaster> Yikes. Hopefully we can come up with something simpler. I already know that that the music playback is specified as 16-bit 22Khz, 44100 avg bytes per sec, so I'm hoping there's a ScummVM equivalent of a queuing audio buffer that I can simply shove uint16 values into once I locate and reverse whatever code takes all the controls and figures out the sequence of values to use.
[00:46] <Trixar_za> As an unrelated note. I have some The White Chamber screenshots, but for English than the German version. Would it still be accepted if I submitted them?
[00:46] <snover> dreammaster: heh, no, that was a joke :) the sci mixer just implements AudioStream and when readBuffer is called it generates the necessary audio
[00:47] <dreammaster> Ah, that's a relief :)
[00:48] <dreammaster> And that actually sounds familiar. I vaguely remember when I implemented one of the earlier games, I think the TsAGE ones, I manually had to implement an adlib sound driver that used readBuffer.
[00:51] <snover> and if i recall the music room correctly, you could probably get away with using one channel per instrument with the standard mixer and just make a RewindableAudioStream for each instrument that gets passed to makeLoopingAudioStream
[00:53] <dreammaster> I have to admit that I've never acthually played through the game yet, so I don't even know what happens in the music room beyond what I've gleaned from implementing the game classes. But that sounds like a promising idea, thanks. I'll experiment with that once I reach that point.
[00:55] <Trixar_za> I'm sorry dreammaster, which game are you refering to?
[00:55] <dreammaster> Starship Titanic. I'm curently working on implementing it.
[00:55] <Trixar_za> Ah - the Douglas Adams game?
[00:55] <dreammaster> I've got all the game classes implemented now, with the exception of a star control puzzle at the end of the game, and a music room music player.
[00:55] <dreammaster> Yes, that's the one
[00:56] <dreammaster> Re your earlier question, it certainly wouldn't hurt to submit them
[00:57] <Trixar_za> I read the ebooks (by Terry Jones). It's awesome.
[00:57] <Trixar_za> I'll try to get the game version
[00:58] <Trixar_za> 5.99 on gog
[01:00] <dreammaster> Yep. That's the version I used for development. And there'll be more than a fair share of GOG users having trouble running the original Windows executable on modern Windows (7, 8, 10) that will be overjoyed at a replacement :)
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[01:03] <GitHub151> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/viICq
[01:03] <GitHub151> scummvm/master 6b5e6a0 Paul Gilbert: TITANIC: Fix the isSpecialPressed method
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[01:13] <snover> dreammaster: are you able to get beyond the computer at the start of the game with the GOG version?
[01:13] <dreammaster> Yes, I can.
[01:13] <dreammaster> It's just my version that can't so far ;)
[01:14] <snover> yay, ambiguity :P
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[01:46] <snover> pesky sound engine
[01:46] <dreammaster> Yours or mine? ;)
[01:47] <snover> yes. though i think i managed to stomp on mine hard enough that it behaves these days, mostly
[01:49] <dreammaster> That's good for SCI then. As for Titanic, tell me about it. It's not even just the MusicRoom code.. the original also used the QSound mixer to be able to specify spacial coordinates for every sound played. So in theory sounds could sound as if they were behind, above, or even to the side of the player, as well as funky things like having the sound source move along a vector.
[01:49] <dreammaster> Obviously, I'm not going to be able to replicate all of that. And I'm not really sure it's all that necessary anyway
[01:49] <snover> why do you think you will not be able to replicate that?
[01:50] <snover> i feel like the audio engineering was one of the really strong parts of the game
[01:50] <snover> i mean, it sounded really good.
[01:50] <dreammaster> Not really, no. All the code for the QSound library is in a separate DLL. I know all the interface methods, because of the DLL's exported symbols, and plus a quick web search found me the header files, so I know flag names and values.
[01:51] <dreammaster> So for now I've been able to create a QMixer class that simulates the QSound library basics. I'll leave it as a future exercise to someone more interested in sound processing than I am to try and reverse engineer the DLL
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[02:06] <GitHub138> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/viI4Y
[02:06] <GitHub138> scummvm/master a1d51d3 Paul Gilbert: TITANIC: View change animations now partially working
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[03:13] <GitHub73> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/viI0C
[03:13] <GitHub73> scummvm/master 2e9c21c Paul Gilbert: TITANIC: Improvements to view change animations
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[03:18] <GitHub171> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/viI0D
[03:18] <GitHub171> scummvm/master 8b454a6 Paul Gilbert: TITANIC: Fix black flash at the start of view change clips
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[03:38] <GitHub46> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/viIu3
[03:38] <GitHub46> scummvm/master 439c68b Paul Gilbert: TITANIC: Add assert to detect what's currently a memory corruption
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[06:10] <bgK> the open source PS3 SDK seems to be a bit lacking with regards to posix sockets: https://github.com/ps3dev/PSL1GHT/blob/master/ppu/librt/socket.c#L118
[06:10] <bgK> getting those cloud features working is not going to be as easy as I thought
[06:12] <bgK> btw, I noticed a GUI issue with the cloud option tab. On the PS3, it's not possible to have both the web browser and ScummVM running at the same time, so it would be nice to be able to enter the cloud code manually even if the local server is running
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[07:18] <waltervn> morning
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[07:23] <Tkachov> bgK: well, server auth is used only when default port is used, so if user changes the port, wizard would ask to enter the code manually
[07:25] <Tkachov> not that it's too obvious from GUI, but IIRC there is some message notifying about it when user changes port to non-default
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[07:32] <Strangerke|work> hi guys
[07:39] <waltervn> hi Strangerke|work
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[09:09] <GitHub21> [scummvm] sev- pushed 2 new commits to master: https://git.io/viIQy
[09:09] <GitHub21> scummvm/master 3735f79 Eugene Sandulenko: DIRECTOR: Lingo: Implemented when..then keyword logic
[09:09] <GitHub21> scummvm/master 91cc02b Eugene Sandulenko: DIRECTOR: Cleanup
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[09:32] <bgK> Tkachov: ok, I'll use that for my tests, but it's not very end user friendly
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[10:21] <_sev|work> bgK: there are also tests in the testbed engine
[10:22] <_sev|work> Tkachov: it would be nice if you send a message to -devel, explaining porters what they need to do to make things work
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[18:10] <m_kiewitz> dang it
[18:20] <wanwan> no dj - no party?
[18:25] <m_kiewitz> yes
[18:25] <m_kiewitz> sadly
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[20:08] <Strangerke> he's still at work
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[20:34] <GitHub169> [scummvm] sev- pushed 2 new commits to master: https://git.io/vit6A
[20:34] <GitHub169> scummvm/master 2f16dab Eugene Sandulenko: DIRECTOR: Lingo: Implemented 'the colorQD' and 'the colorDepth' entities
[20:34] <GitHub169> scummvm/master 9e70b08 Eugene Sandulenko: DIRECTOR: Lingo: Fix 'the' entities processing
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[22:50] <GitHub191> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vitjm
[22:50] <GitHub191> scummvm/master ac740c8 Paul Gilbert: TITANIC: Fix to setting and checking sounds
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[23:10] <GitHub39> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/viqvD
[23:10] <GitHub39> scummvm/master 33737ea Paul Gilbert: TITANIC: Convert many static_casts to dynamic_cast
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[00:00] --- Fri Sep 2 2016