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authorThanasis Antoniou2019-04-06 00:02:32 +0300
committerThanasis Antoniou2019-04-06 00:02:32 +0300
commit4e75b7e6b760f9fb3959b54ff0c7e3b8118023c4 (patch)
treefe573288b4017476aa6b722b2b272f7588c2c931 /engines/bladerunner/script/scene/nr11.cpp
parent5354c1b764ff16a1c7cb81fa5fba681a42a200f6 (diff)
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BLADERUNNER: Cleanup for looping sounds
Completed Add, Adjust and Remove Looping_Sound(), Pending Ambient_Sounds_Add_Sound
Diffstat (limited to 'engines/bladerunner/script/scene/nr11.cpp')
-rw-r--r--engines/bladerunner/script/scene/nr11.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/engines/bladerunner/script/scene/nr11.cpp b/engines/bladerunner/script/scene/nr11.cpp
index 40b7f13942..e0128f40eb 100644
--- a/engines/bladerunner/script/scene/nr11.cpp
+++ b/engines/bladerunner/script/scene/nr11.cpp
@@ -37,11 +37,11 @@ void SceneScriptNR11::InitializeScene() {
Scene_Exit_Add_2D_Exit(0, 450, 305, 565, 345, 2);
if (!Game_Flag_Query(kFlagNR10CameraDestroyed)) {
- Ambient_Sounds_Adjust_Looping_Sound(452, 22, 0, 1);
+ Ambient_Sounds_Adjust_Looping_Sound(kSfx35MM, 22, 0, 1);
}
- Ambient_Sounds_Add_Looping_Sound(205, 22, 0, 1);
- Ambient_Sounds_Add_Looping_Sound( 71, 33, 0, 1);
+ Ambient_Sounds_Add_Looping_Sound(kSfxCTDRONE1, 22, 0, 1);
+ Ambient_Sounds_Add_Looping_Sound(kSfxBRBED5, 33, 0, 1);
Ambient_Sounds_Add_Sound(303, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(304, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(305, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
@@ -51,10 +51,10 @@ void SceneScriptNR11::InitializeScene() {
if (Game_Flag_Query(kFlagNR01DektoraFall)) {
Scene_Loop_Set_Default(kNR11LoopMainLoopFires);
- Ambient_Sounds_Add_Looping_Sound(381, 83, 0, 1);
+ Ambient_Sounds_Add_Looping_Sound(kSfxRAIN10, 83, 0, 1);
} else if (Game_Flag_Query(kFlagNR11BurnedUp)) {
Scene_Loop_Set_Default(kNR11LoopMainLoopBurnedUp);
- Ambient_Sounds_Add_Looping_Sound(381, 83, 0, 1);
+ Ambient_Sounds_Add_Looping_Sound(kSfxRAIN10, 83, 0, 1);
} else {
Scene_Loop_Set_Default(kNR11LoopMainLoop);
Overlay_Play("NR11OVER", 0, true, false, 0);