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author | Colin Snover | 2017-06-07 13:34:42 -0500 |
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committer | Colin Snover | 2017-06-09 22:48:15 -0500 |
commit | 095226a614be5f1d4d3d8b9b5b03c4127fdb33e2 (patch) | |
tree | 345faa21281afa7293aad434cb941216e0d66b92 /engines/sci/sound | |
parent | f0d00caf93b4d329fa39d66740906c317317780c (diff) | |
download | scummvm-rg350-095226a614be5f1d4d3d8b9b5b03c4127fdb33e2.tar.gz scummvm-rg350-095226a614be5f1d4d3d8b9b5b03c4127fdb33e2.tar.bz2 scummvm-rg350-095226a614be5f1d4d3d8b9b5b03c4127fdb33e2.zip |
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')
-rw-r--r-- | engines/sci/sound/soundcmd.h | 7 |
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 |