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authorJohannes Schickel2014-07-23 02:39:51 +0200
committerJohannes Schickel2014-07-23 02:39:51 +0200
commit1efc311de08301271ab72ec310e1d5a972846186 (patch)
tree95a037f8964d681cd102f6064b1fd4b7d6f350c1 /engines/scumm
parente57e16e2952f1576cb33ed5069ada14e26986b72 (diff)
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SCUMM: Make sure digital SFX are played even when speech is muted.
This makes sure that digital SFX are started even when speech is muted (when using subtitles only mode). This is, for example, noticable in the Sam&Max CD intro.
Diffstat (limited to 'engines/scumm')
-rw-r--r--engines/scumm/sound.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/engines/scumm/sound.cpp b/engines/scumm/sound.cpp
index 7c48a96351..cb428d1c15 100644
--- a/engines/scumm/sound.cpp
+++ b/engines/scumm/sound.cpp
@@ -851,9 +851,6 @@ void Sound::soundKludge(int *list, int num) {
}
void Sound::talkSound(uint32 a, uint32 b, int mode, int channel) {
- if (_vm->_game.version >= 5 && ConfMan.getBool("speech_mute"))
- return;
-
if (mode == 1) {
_talk_sound_a1 = a;
_talk_sound_b1 = b;