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authorTorbjörn Andersson2006-06-06 15:38:34 +0000
committerTorbjörn Andersson2006-06-06 15:38:34 +0000
commita0e3e208eed304cef0d91a6020978edd60cc0245 (patch)
tree7374f2fadc3ffc99e32aa539b578fd2bc5440f84 /engines/agi
parentc77ad1a24c8b6a78ee7e492bb6825f75f566a00a (diff)
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For the masochists out there,i it is now possible to select the PC Speaker
music driver. There are some other emulation modes, but I'm not sure how they should be mapped to from our music drivers. svn-id: r22952
Diffstat (limited to 'engines/agi')
-rw-r--r--engines/agi/agi.cpp14
1 files changed, 13 insertions, 1 deletions
diff --git a/engines/agi/agi.cpp b/engines/agi/agi.cpp
index b555e93067..fffa4217f3 100644
--- a/engines/agi/agi.cpp
+++ b/engines/agi/agi.cpp
@@ -493,7 +493,19 @@ void AgiEngine::initialize() {
memset(&opt, 0, sizeof(struct agi_options));
opt.gamerun = GAMERUN_RUNGAME;
opt.hires = true;
- opt.soundemu = SOUND_EMU_NONE;
+
+ // TODO: Some sound emulation modes do not fit our current music
+ // drivers, and I'm not sure what they are. For now, they might
+ // as well be called "PC Speaker" and "Not PC Speaker".
+
+ switch (MidiDriver::detectMusicDriver(MDT_PCSPK)) {
+ case MD_PCSPK:
+ opt.soundemu = SOUND_EMU_PC;
+ break;
+ default:
+ opt.soundemu = SOUND_EMU_NONE;
+ break;
+ }
if (ConfMan.hasKey("render_mode"))
opt.renderMode = Common::parseRenderMode(ConfMan.get("render_mode").c_str());