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authorFilippos Karapetis2014-10-14 01:59:53 +0300
committerFilippos Karapetis2014-10-14 01:59:53 +0300
commitf8979d60c3479cd617fa048b83cd3c9c96e3f32e (patch)
treea74fadfcbaaf7687cbb8cdac3105b8d3cbda67ac
parent2581c2d46f7ee66c1a5fad17464de0477c8efe75 (diff)
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MADS: Initial implementation of sound driver handling for V2 games
-rw-r--r--engines/mads/nebular/menu_nebular.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/engines/mads/nebular/menu_nebular.cpp b/engines/mads/nebular/menu_nebular.cpp
index 3919e70a09..881481b613 100644
--- a/engines/mads/nebular/menu_nebular.cpp
+++ b/engines/mads/nebular/menu_nebular.cpp
@@ -902,7 +902,11 @@ void AnimationView::loadNextResource() {
const char *chP = strchr(_currentAnimation->_header._soundName.c_str(), '.');
assert(chP);
- int driverNum = atoi(chP + 1);
+ // Handle both Rex naming (xxx.009) and naming in later games (e.g. xxx.ph9)
+ int driverNum = atoi(chP + 3);
+ // HACK for Dragon
+ if (_currentAnimation->_header._soundName == "#SOUND.DRG")
+ driverNum = 9;
_vm->_sound->init(driverNum);
}