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author | Torbjörn Andersson | 2006-12-06 19:44:27 +0000 |
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committer | Torbjörn Andersson | 2006-12-06 19:44:27 +0000 |
commit | efb38a5d60548792cfaffd83ccd4ba5766b8f13a (patch) | |
tree | 06c3f1c162aec48adc077157de265dcefca001bf /engines/agi/sound.cpp | |
parent | 1d3ca2e40908ababd16fe8b1c9070198f9b75c82 (diff) | |
download | scummvm-rg350-efb38a5d60548792cfaffd83ccd4ba5766b8f13a.tar.gz scummvm-rg350-efb38a5d60548792cfaffd83ccd4ba5766b8f13a.tar.bz2 scummvm-rg350-efb38a5d60548792cfaffd83ccd4ba5766b8f13a.zip |
Fixed compile errors (for me at least). Still plenty of warnings, though.
svn-id: r24809
Diffstat (limited to 'engines/agi/sound.cpp')
-rw-r--r-- | engines/agi/sound.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/agi/sound.cpp b/engines/agi/sound.cpp index f2a7776627..f89ec72b3d 100644 --- a/engines/agi/sound.cpp +++ b/engines/agi/sound.cpp @@ -178,18 +178,18 @@ void SoundMgr::decode_sound(int resnum) { struct sound_iigs_sample *smp; debugC(3, kDebugLevelSound, "(%d)", resnum); - type = READ_LE_UINT16(game.sounds[resnum].rdata); + type = READ_LE_UINT16(_vm->game.sounds[resnum].rdata); if (type == AGI_SOUND_SAMPLE) { /* Convert sample data to 16 bit signed format */ - smp = (struct sound_iigs_sample *)game.sounds[resnum].rdata; + smp = (struct sound_iigs_sample *)_vm->game.sounds[resnum].rdata; size = ((int)smp->size_hi << 8) + smp->size_lo; - src = (uint8 *) game.sounds[resnum].rdata; + src = (uint8 *) _vm->game.sounds[resnum].rdata; buf = (int16 *) calloc(1, 54 + (size << 1) + 100); /* FIXME */ memcpy(buf, src, 54); for (; size--; buf[size + 54] = ((int16) src[size + 54] - 0x80) << 4); /* FIXME */ - game.sounds[resnum].rdata = (uint8 *) buf; + _vm->game.sounds[resnum].rdata = (uint8 *) buf; free(src); } #endif /* USE_IIGS_SOUND */ @@ -223,11 +223,11 @@ void SoundMgr::start_sound(int resnum, int flag) { #ifdef USE_IIGS_SOUND case AGI_SOUND_SAMPLE: debugC(3, kDebugLevelSound, "IIGS sample"); - smp = (struct sound_iigs_sample *)game.sounds[resnum].rdata; + smp = (struct sound_iigs_sample *)_vm->game.sounds[resnum].rdata; for (i = 0; i < NUM_CHANNELS; i++) { chn[i].type = type; chn[i].flags = 0; - chn[i].ins = (int16 *) & game.sounds[resnum].rdata[54]; + chn[i].ins = (int16 *) & _vm->game.sounds[resnum].rdata[54]; chn[i].size = ((int)smp->size_hi << 8) + smp->size_lo; chn[i].ptr = &play_sample[i]; chn[i].timer = 0; |