aboutsummaryrefslogtreecommitdiff
path: root/engines/hopkins
diff options
context:
space:
mode:
authorTorbjörn Andersson2013-01-27 18:18:04 +0100
committerTorbjörn Andersson2013-01-27 18:18:04 +0100
commita50c05f7d0b98a1777f7b97af54bb2c842de0318 (patch)
tree3f0b1dfd362721cc8a5263abe3690cfda319d93c /engines/hopkins
parent9d1d5a09c4a1fb2ca827755e197ea7726eaa39ab (diff)
downloadscummvm-rg350-a50c05f7d0b98a1777f7b97af54bb2c842de0318.tar.gz
scummvm-rg350-a50c05f7d0b98a1777f7b97af54bb2c842de0318.tar.bz2
scummvm-rg350-a50c05f7d0b98a1777f7b97af54bb2c842de0318.zip
HOPKINS: Work around broken cadavre.mod in OS/2 and BeOS versions
A large part of cadavre.mod is broken. No new notes play, and only the old background sounds remain. It's possible, perhaps even probable, that the original MOD player didn't have this problem, but all standalone players I've tried do, so I'm assuming it's the file that's broken. We work around it by changing the length of the song after it's been loaded to only include the good parts.
Diffstat (limited to 'engines/hopkins')
-rw-r--r--engines/hopkins/sound.cpp14
1 files changed, 13 insertions, 1 deletions
diff --git a/engines/hopkins/sound.cpp b/engines/hopkins/sound.cpp
index d24c3e10b2..46bdb1e841 100644
--- a/engines/hopkins/sound.cpp
+++ b/engines/hopkins/sound.cpp
@@ -29,6 +29,7 @@
#include "hopkins/globals.h"
#include "hopkins/hopkins.h"
#include "audio/audiostream.h"
+#include "audio/mods/module.h"
#include "audio/mods/protracker.h"
#include "audio/decoders/raw.h"
@@ -413,7 +414,18 @@ void SoundManager::loadMusic(const Common::String &file) {
if (!f.open(filename))
error("Error opening file %s", filename.c_str());
- Audio::AudioStream *modStream = Audio::makeProtrackerStream(&f);
+ Modules::Module *module;
+ Audio::AudioStream *modStream = Audio::makeProtrackerStream(&f, 0, 44100, true, &module);
+
+ // WORKAROUND: This song is played at the empty lot where the
+ // bank robbers have left the helicopter. The MOD file appears
+ // to be slightly broken. Almost half of it is just the same
+ // noise repeating. We fix this by only playing the working
+ // part of it. The result is pretty close to the Windows music.
+ if (file.equalsIgnoreCase("cadavre")) {
+ module->songlen = 3;
+ }
+
_vm->_mixer->playStream(Audio::Mixer::kMusicSoundType, &_musicHandle, modStream);
} else {