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authorKari Salminen2007-08-19 23:33:22 +0000
committerKari Salminen2007-08-19 23:33:22 +0000
commit42e257b08d5bfec8a3f132135117f680dbef5683 (patch)
tree8364cd31eafa8ac169a4e97f53e19fb78da6c7d3
parent72fd923cf5b714f5905b9f01547dc421ce7a1eb4 (diff)
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Removed superfluous variable checkings. Made it so that Apple IIGS mixing code doesn't try to mix MIDI sounds yet as mixing them isn't yet supported.
svn-id: r28673
-rw-r--r--engines/agi/sound.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/engines/agi/sound.cpp b/engines/agi/sound.cpp
index c06921c4ae..8459c86928 100644
--- a/engines/agi/sound.cpp
+++ b/engines/agi/sound.cpp
@@ -667,7 +667,11 @@ uint32 SoundMgr::mixSound(void) {
return BUFFER_SIZE;
// Handle Apple IIGS sound mixing here
- if (_vm->_soundemu == SOUND_EMU_APPLE2GS && _playing && _playingSound != -1) {
+ if (_vm->_soundemu == SOUND_EMU_APPLE2GS) {
+ AgiSoundType type = (AgiSoundType) _vm->_game.sounds[_playingSound]->type();
+ // Currently we only support mixing a single sample in Apple IIGS mixing code.
+ if (type != AGI_SOUND_SAMPLE)
+ return IIGS_BUFFER_SIZE;
//IIgsWaveInfo &waveInfo = _IIgsChannel.ins.oscList(0).waves[0];
//uint period = noteToPeriod(fracToInt(_IIgsChannel.note + FRAC_HALF));