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author | Torbjörn Andersson | 2006-03-21 17:17:24 +0000 |
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committer | Torbjörn Andersson | 2006-03-21 17:17:24 +0000 |
commit | 0c0c41d495b35b44ab3b17b39649b5a09d9afc1a (patch) | |
tree | 093c007b5424cd86408ec0aa6cb4e87d2b4c05f1 /engines/queen/sound.h | |
parent | 3586905f93ab27bd1274ee432ff24281f2fd14bd (diff) | |
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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