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authorTorbjörn Andersson2005-04-29 15:13:21 +0000
committerTorbjörn Andersson2005-04-29 15:13:21 +0000
commit3911fc6edb6b28cf895719deb260d416130517f0 (patch)
tree43a5bd003434f95ece2419826665f1ba0cfe1fba
parentc885171c517ec1864e1969441fbddf43676cfd03 (diff)
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Added comment.
svn-id: r17865
-rw-r--r--gob/sound.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/gob/sound.cpp b/gob/sound.cpp
index 25553531db..19dd403152 100644
--- a/gob/sound.cpp
+++ b/gob/sound.cpp
@@ -35,6 +35,14 @@ void snd_speakerOff(void) {return;}
void snd_stopSound(int16 arg){return;}
void snd_setResetTimerFlag(char flag){return;}
+// This is mostly to see if we are interpreting the sound effects correctly. If
+// we want to implement looping etc. we're probably going to need something a
+// bit more elaborate.
+//
+// Currently we ignore looping completely. We also ignore samples with negative
+// sample frequency. Something wacky is going on here, and I don't think it's
+// a simple signed/unsigned issue.
+
void snd_playSample(Snd_SoundDesc *sndDesc, int16 repCount, int16 frequency) {
if (repCount != 1)
warning("snd_playSample: repCount = %d - not implemented", repCount);