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authorFilippos Karapetis2011-09-26 19:57:50 +0300
committerFilippos Karapetis2011-09-26 20:02:34 +0300
commit9fd66deb43a8ba1bd7b423cb6fe2b7177af74166 (patch)
tree0a71718e0b474c94c86521e58167f1cdbed02a67 /engines/sci/engine
parent43fb9d32b52d3db7530ba5afac1bfe8e11decde3 (diff)
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SCI: Changes to the sound resource initialization code
- Unified the sound resource initialization code in processInitSound() and reconstructPlayList() - Now checking the "Mixed Adlib/MIDI" mode checkbox for SCI1.1 digital audio sound effects, like it's done for SCI0 - SCI1 sound effects. If it's unchecked, their MIDI counterparts will play instead, if available
Diffstat (limited to 'engines/sci/engine')
-rw-r--r--engines/sci/engine/savegame.cpp8
1 files changed, 2 insertions, 6 deletions
diff --git a/engines/sci/engine/savegame.cpp b/engines/sci/engine/savegame.cpp
index e43c7097ed..c30518ab42 100644
--- a/engines/sci/engine/savegame.cpp
+++ b/engines/sci/engine/savegame.cpp
@@ -626,12 +626,8 @@ void SoundCommandParser::reconstructPlayList() {
const MusicList::iterator end = _music->getPlayListEnd();
for (MusicList::iterator i = _music->getPlayListStart(); i != end; ++i) {
- if ((*i)->resourceId && _resMan->testResource(ResourceId(kResourceTypeSound, (*i)->resourceId))) {
- (*i)->soundRes = new SoundResource((*i)->resourceId, _resMan, _soundVersion);
- _music->soundInitSnd(*i);
- } else {
- (*i)->soundRes = 0;
- }
+ initSoundResource(*i);
+
if ((*i)->status == kSoundPlaying) {
// Sync the sound object's selectors related to playing with the stored
// ones in the playlist, as they may have been invalidated when loading.