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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/rc02.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/rc02.cpp')
-rw-r--r--engines/bladerunner/script/scene/rc02.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/bladerunner/script/scene/rc02.cpp b/engines/bladerunner/script/scene/rc02.cpp
index 4079d60080..b7ac2e4594 100644
--- a/engines/bladerunner/script/scene/rc02.cpp
+++ b/engines/bladerunner/script/scene/rc02.cpp
@@ -40,9 +40,9 @@ void SceneScriptRC02::InitializeScene() {
Scene_Exit_Add_2D_Exit(kRC02ExitRC51, 265, 58, 346, 154, 0);
}
Ambient_Sounds_Remove_All_Non_Looping_Sounds(0);
- Ambient_Sounds_Add_Looping_Sound( 71, 50, 1, 1);
- Ambient_Sounds_Add_Looping_Sound( 75, 75, 1, 1);
- Ambient_Sounds_Add_Looping_Sound(105, 30, 100, 1);
+ Ambient_Sounds_Add_Looping_Sound(kSfxBRBED5, 50, 1, 1);
+ Ambient_Sounds_Add_Looping_Sound(kSfxWINDLOP8, 75, 1, 1);
+ Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 30, 100, 1);
Ambient_Sounds_Add_Sound(73, 5, 20, 10, 10, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(74, 5, 20, 10, 10, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(76, 5, 40, 6, 6, -100, 100, -101, -101, 0, 0);
@@ -343,9 +343,9 @@ bool SceneScriptRC02::ClickedOnExit(int exitId) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -71.51f, -1238.89f, 108587.15f, 0, true, false, 0)) {
Game_Flag_Set(kFlagRC02toRC01);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
- Ambient_Sounds_Remove_Looping_Sound(71, true);
- Ambient_Sounds_Remove_Looping_Sound(75, true);
- Ambient_Sounds_Adjust_Looping_Sound(85, 100, -101, 1);
+ Ambient_Sounds_Remove_Looping_Sound(kSfxBRBED5, true);
+ Ambient_Sounds_Remove_Looping_Sound(kSfxWINDLOP8, true);
+ Ambient_Sounds_Adjust_Looping_Sound(kSfxRCRAIN1, 100, -101, 1);
Actor_Set_Goal_Number(kActorRunciter, kGoalRunciterDefault);
Set_Enter(kSetRC01, kSceneRC01);
}