aboutsummaryrefslogtreecommitdiff
path: root/engines/queen/sound.h
diff options
context:
space:
mode:
authorTorbjörn Andersson2006-03-21 17:17:24 +0000
committerTorbjörn Andersson2006-03-21 17:17:24 +0000
commit0c0c41d495b35b44ab3b17b39649b5a09d9afc1a (patch)
tree093c007b5424cd86408ec0aa6cb4e87d2b4c05f1 /engines/queen/sound.h
parent3586905f93ab27bd1274ee432ff24281f2fd14bd (diff)
downloadscummvm-rg350-0c0c41d495b35b44ab3b17b39649b5a09d9afc1a.tar.gz
scummvm-rg350-0c0c41d495b35b44ab3b17b39649b5a09d9afc1a.tar.bz2
scummvm-rg350-0c0c41d495b35b44ab3b17b39649b5a09d9afc1a.zip
Implemented "sound triggers" so that the music does not stop shortly after
entering the castle. I hope this is a fair approximation of how the original worked. Of course, this led to a couple of more renamings: _unk5 -> _soundTrigger updateCallback54() -> update_setSoundTrigger() snd_setUnk5() -> snd_getSoundTrigger() (yes, "get") At the moment, the only known sound triggers are the ones in the castle. If an unknown trigger is set, the debugging messages will be really, really noisy. I don't know if I should consider this a bug or an extremely annoying feature. svn-id: r21396
Diffstat (limited to 'engines/queen/sound.h')
0 files changed, 0 insertions, 0 deletions