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authorFilippos Karapetis2010-11-25 02:21:07 +0000
committerFilippos Karapetis2010-11-25 02:21:07 +0000
commit52898b6336e11c19b1c215898481aac60a0ccced (patch)
treeeada968bfd5c8b3ffd1da8e7e4e06b156d4f6c40 /engines/sci/sound
parentff58eea2ce7a00660dba3f3c6325a0709450c6e0 (diff)
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SCI: Fixed digital audio at the beginning of KQ5CD and removed a hack for the Windows version
svn-id: r54466
Diffstat (limited to 'engines/sci/sound')
-rw-r--r--engines/sci/sound/soundcmd.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 3327fcfcfe..1e918be30d 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -349,6 +349,12 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {
}
reg_t SoundCommandParser::kDoSoundGetPolyphony(int argc, reg_t *argv, reg_t acc) {
+ // KQ5CD uses this to determine if it should play digital audio or not.
+ // For Adlib cards, digital audio is played, whereas MIDI is played for GM cards.
+ // Thus, tell it that we're using an Adlib in room 119 (Sierra logo screen),
+ // so that the digital audio is always preferred.
+ if (g_sci->getGameId() == GID_KQ5 && g_sci->getEngineState()->currentRoomNumber() == 119)
+ return make_reg(0, 9); // Adlib, i.e. digital music
return make_reg(0, _music->soundGetVoices()); // Get the number of voices
}