diff options
author | Colin Snover | 2017-08-25 23:22:02 -0500 |
---|---|---|
committer | Colin Snover | 2017-08-26 18:09:46 -0500 |
commit | 74738489ecb19ee104189a378998372b4c6e0535 (patch) | |
tree | 4e05f0ab30842c39150301a96c638ca93b873488 /engines/sci/engine/features.h | |
parent | 72b033ca2d0afe2d713934b7d3985003ec733f4b (diff) | |
download | scummvm-rg350-74738489ecb19ee104189a378998372b4c6e0535.tar.gz scummvm-rg350-74738489ecb19ee104189a378998372b4c6e0535.tar.bz2 scummvm-rg350-74738489ecb19ee104189a378998372b4c6e0535.zip |
SCI32: Fix SFX volume being misapplied to music & speech in some games
This was happening in games with game scripts that control the
master volume themselves by applying the master volume to each
channel sent to the kernel, instead of relying on the kernel to
manage the master volume for them.
Diffstat (limited to 'engines/sci/engine/features.h')
-rw-r--r-- | engines/sci/engine/features.h | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/engines/sci/engine/features.h b/engines/sci/engine/features.h index 41a4b6014b..92cc45a162 100644 --- a/engines/sci/engine/features.h +++ b/engines/sci/engine/features.h @@ -110,6 +110,17 @@ public: } } + inline bool gameScriptsControlMasterVolume() const { + switch (g_sci->getGameId()) { + case GID_LSL7: + case GID_PHANTASMAGORIA2: + case GID_TORIN: + return true; + default: + return false; + } + } + inline bool hasSci3Audio() const { return getSciVersion() == SCI_VERSION_3 || g_sci->getGameId() == GID_GK2; } |