aboutsummaryrefslogtreecommitdiff
path: root/engines/access/sound.h
diff options
context:
space:
mode:
authorTorbjörn Andersson2015-07-09 23:26:44 +0200
committerTorbjörn Andersson2015-07-09 23:45:12 +0200
commit5de5a7afaaa138c923df31e61be9d0d4ed303d9e (patch)
tree3c3500aef3cddc1d60aadaeb625ec366e1f9a058 /engines/access/sound.h
parentf0a03fcd1b0190e6527df1d51e5a86c77f0f5195 (diff)
downloadscummvm-rg350-5de5a7afaaa138c923df31e61be9d0d4ed303d9e.tar.gz
scummvm-rg350-5de5a7afaaa138c923df31e61be9d0d4ed303d9e.tar.bz2
scummvm-rg350-5de5a7afaaa138c923df31e61be9d0d4ed303d9e.zip
ACCESS: Use looping audio stream for Amazon intro's projector sound
This is less prone to glitches than playing manually triggering the playing of the short non-looping version of the sound.
Diffstat (limited to 'engines/access/sound.h')
-rw-r--r--engines/access/sound.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/engines/access/sound.h b/engines/access/sound.h
index 90f6656e26..014c6651fb 100644
--- a/engines/access/sound.h
+++ b/engines/access/sound.h
@@ -49,11 +49,11 @@ private:
AccessEngine *_vm;
Audio::Mixer *_mixer;
Audio::SoundHandle _effectsHandle;
- Common::Array<Audio::RewindableAudioStream *> _queue;
+ Common::Array<Audio::AudioStream *> _queue;
void clearSounds();
- void playSound(Resource *res, int priority);
+ void playSound(Resource *res, int priority, bool loop);
public:
Common::Array<SoundEntry> _soundTable;
public:
@@ -62,7 +62,7 @@ public:
void loadSoundTable(int idx, int fileNum, int subfile, int priority = 1);
- void playSound(int soundIndex);
+ void playSound(int soundIndex, bool loop = false);
void checkSoundQueue();
bool isSFXPlaying();