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authorFilippos Karapetis2018-08-27 23:45:04 +0300
committerFilippos Karapetis2018-08-27 23:45:34 +0300
commit7cbd3782f198ddc48eb00cf021abacf6a34f0afe (patch)
tree4a640dc7e07202faccbe8023a14aa7a90c40a892 /engines/sci/sound
parent26445f4c26b1260a1020c759a6f517f1445c3498 (diff)
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SCI: Load the correct sound effects in Hoyle 4
Fixes bug #10412
Diffstat (limited to 'engines/sci/sound')
-rw-r--r--engines/sci/sound/soundcmd.cpp7
1 files changed, 1 insertions, 6 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 7012746c80..d592dee3ad 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -100,12 +100,7 @@ void SoundCommandParser::initSoundResource(MusicEntry *newSound) {
// a relevant audio resource, play it, otherwise switch to synthesized
// effects. If the resource exists, play it using map 65535 (sound
// effects map)
- bool checkAudioResource = getSciVersion() >= SCI_VERSION_1_1;
- // Hoyle 4 has garbled audio resources in place of the sound resources.
- if (g_sci->getGameId() == GID_HOYLE4)
- checkAudioResource = false;
-
- if (checkAudioResource && _resMan->testResource(ResourceId(kResourceTypeAudio, newSound->resourceId))) {
+ if (getSciVersion() >= SCI_VERSION_1_1 && _resMan->testResource(ResourceId(kResourceTypeAudio, newSound->resourceId))) {
// Found a relevant audio resource, create an audio stream if there is
// no associated sound resource, or if both resources exist and the
// user wants the digital version.