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authorFilippos Karapetis2007-09-05 18:08:20 +0000
committerFilippos Karapetis2007-09-05 18:08:20 +0000
commit7b1d069ae4b7646b26304e629cce015fd8230719 (patch)
treea53759ed4dc3ad868a8f4260b20baff0f8908f69 /engines/saga
parent5a97b3d9be9c92624fc319abf4fb39105f8e7757 (diff)
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If the p2_a.iaf/p2_a.voc patch files are located in ITE's root folder instead of inside the sound subfolder, they're treated as uncompressed. Fixes bug #1751344 - "ITE: p2_a.iaf not played correctly"
svn-id: r28854
Diffstat (limited to 'engines/saga')
-rw-r--r--engines/saga/sndres.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/engines/saga/sndres.cpp b/engines/saga/sndres.cpp
index edbdebabab..0903a818b7 100644
--- a/engines/saga/sndres.cpp
+++ b/engines/saga/sndres.cpp
@@ -185,7 +185,8 @@ bool SndRes::load(ResourceContext *context, uint32 resourceId, SoundBuffer &buff
bool uncompressedSound = false;
// If a patch file exists for sound resource 4 (used in ITE intro), don't treat this sound as compressed
if (_vm->getGameType() == GType_ITE && resourceId == 4 &&
- (Common::File::exists("sound/p2_a.iaf") || Common::File::exists("sound/p2_a.voc")))
+ (Common::File::exists("sound/p2_a.iaf") || Common::File::exists("sound/p2_a.voc") ||
+ Common::File::exists("p2_a.iaf") || Common::File::exists("p2_a.voc")))
uncompressedSound = true;
// FIXME: Currently, the SFX.RES file in IHNM cannot be compressed