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authorColin Snover2017-06-07 13:34:42 -0500
committerColin Snover2017-06-09 22:48:15 -0500
commit095226a614be5f1d4d3d8b9b5b03c4127fdb33e2 (patch)
tree345faa21281afa7293aad434cb941216e0d66b92 /engines/sci/sound/soundcmd.h
parentf0d00caf93b4d329fa39d66740906c317317780c (diff)
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SCI: Lock Audio resource types when digital SFX is enabled
This seems to have been added in SCI1.1 and continued through SCI32; older games with digital SFX (like KQ5CD) did not convert the resource type in kLock. This is not known to fix any problem, but was a noted difference in the implementation between ScummVM and SSCI.
Diffstat (limited to 'engines/sci/sound/soundcmd.h')
-rw-r--r--engines/sci/sound/soundcmd.h7
1 files changed, 7 insertions, 0 deletions
diff --git a/engines/sci/sound/soundcmd.h b/engines/sci/sound/soundcmd.h
index 928c9b1acb..cac3ff794b 100644
--- a/engines/sci/sound/soundcmd.h
+++ b/engines/sci/sound/soundcmd.h
@@ -72,6 +72,13 @@ public:
MusicType getMusicType() const;
+ ResourceType getSoundResourceType(const uint16 resourceNo) const {
+ if (_useDigitalSFX && _resMan->testResource(ResourceId(kResourceTypeAudio, resourceNo)))
+ return kResourceTypeAudio;
+ else
+ return kResourceTypeSound;
+ }
+
/**
* Synchronizes the current state of the music list to the rest of the engine, so that
* the changes that the sound thread makes to the music are registered with the engine