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authorSven Hesse2006-05-11 19:43:30 +0000
committerSven Hesse2006-05-11 19:43:30 +0000
commit42e03bd70720643c0866abd7d6da50529d2c1f03 (patch)
tree80aff92316136cac1222ccf01782b5c58d4d7490 /engines/gob/game.h
parentd6af07989df23219293cf6117e6cd0ae6a63e2e9 (diff)
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- Sound! Still a bit glitchy, though:
- Negative frequences?!? Maybe "SFX"? - No sound for a small part of the intro (there aren't any sndKeys covering that part either) - A rythm-instrument (hi-hat?) in the titlemusic isn't played as one - More differences in the drawing functions fleshed out - Some of the goblin handling functions written - More unnamed functions and variables, wheeee... svn-id: r22410
Diffstat (limited to 'engines/gob/game.h')
-rw-r--r--engines/gob/game.h6
1 files changed, 5 insertions, 1 deletions
diff --git a/engines/gob/game.h b/engines/gob/game.h
index d0c70e5fba..7e14a54091 100644
--- a/engines/gob/game.h
+++ b/engines/gob/game.h
@@ -110,7 +110,9 @@ public:
int16 _extHandle;
- Snd::SoundDesc *_soundSamples[20];
+ Snd::SoundDesc *_soundSamples[60];
+ int16 _soundIds[60];
+ int8 _soundTypes[60];
char _totToLoad[20];
@@ -157,7 +159,9 @@ public:
void loadImFile(void);
void start(void);
void totSub(int8 flags, char *newTotFile);
+ void switchTotSub(int16 index, int16 skipPlay);
char *loadLocTexts(void);
+ Snd::SoundDesc *loadSND(const char *path, int8 arg_4);
virtual void playTot(int16 skipPlay) = 0;
virtual void clearCollisions(void) = 0;