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authorMartin Kiewitz2010-09-04 08:51:10 +0000
committerMartin Kiewitz2010-09-04 08:51:10 +0000
commit89d4e44281b7bf05b9ad234bdf242de32a47c688 (patch)
tree440b8c169122f4b10fe58cf3e21aeb5954182bc1 /engines/sci/engine
parent92c3a4b5aab20786ceceb62458142561bc569b64 (diff)
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SCI: doing detectDoSoundType() properly sci0early
checking, if sound resources are sci0early or late for sci0early games instead of hardcoding lsl2 svn-id: r52514
Diffstat (limited to 'engines/sci/engine')
-rw-r--r--engines/sci/engine/features.cpp9
1 files changed, 3 insertions, 6 deletions
diff --git a/engines/sci/engine/features.cpp b/engines/sci/engine/features.cpp
index 66bd9da8ec..97eec38caf 100644
--- a/engines/sci/engine/features.cpp
+++ b/engines/sci/engine/features.cpp
@@ -138,12 +138,9 @@ bool GameFeatures::autoDetectSoundType() {
SciVersion GameFeatures::detectDoSoundType() {
if (_doSoundType == SCI_VERSION_NONE) {
if (getSciVersion() == SCI_VERSION_0_EARLY) {
- // This game is using early SCI0 sound code (different headers than
- // SCI0 late)
- if (g_sci->getGameId() == GID_LSL2)
- _doSoundType = SCI_VERSION_0_LATE;
- else
- _doSoundType = SCI_VERSION_0_EARLY;
+ // Almost all of the SCI0EARLY games use different sound resources than
+ // SCI0LATE. Although the last SCI0EARLY game (lsl2) uses SCI0LATE resources
+ _doSoundType = g_sci->getResMan()->detectEarlySound() ? SCI_VERSION_0_EARLY : SCI_VERSION_0_LATE;
#ifdef ENABLE_SCI32
} else if (getSciVersion() >= SCI_VERSION_2_1) {
_doSoundType = SCI_VERSION_2_1;