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author | Torbjörn Andersson | 2006-06-20 21:36:09 +0000 |
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committer | Torbjörn Andersson | 2006-06-20 21:36:09 +0000 |
commit | 49a2f44944675253a13f3b6a18c627a1dd7be2d8 (patch) | |
tree | 5612ab49faa6d059f5a9ffc6e5cc2816df7862d5 /engines/scumm | |
parent | f9d3e510731f1f3d8379580e89247b1cd03d1f3c (diff) | |
download | scummvm-rg350-49a2f44944675253a13f3b6a18c627a1dd7be2d8.tar.gz scummvm-rg350-49a2f44944675253a13f3b6a18c627a1dd7be2d8.tar.bz2 scummvm-rg350-49a2f44944675253a13f3b6a18c627a1dd7be2d8.zip |
Applied my own patch #1508018. I don't know for sure that it's exactly right,
but it improves the Adlib sound effects in early games, e.g. the door opening
and closing sounds in Indy 3 and MI1 floppy. There still appears to be some
kind of looping/repeating mechanism that we don't implement, though.
svn-id: r23204
Diffstat (limited to 'engines/scumm')
-rw-r--r-- | engines/scumm/sound.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/scumm/sound.cpp b/engines/scumm/sound.cpp index 717df51906..dd5a7eabc2 100644 --- a/engines/scumm/sound.cpp +++ b/engines/scumm/sound.cpp @@ -1952,7 +1952,7 @@ void ScummEngine::convertADResource(int type, int idx, byte *src_ptr, int size) | current_instr[ch][0]; if (!freq) freq = 0x80; - freq <<= ((current_instr[ch][1] >> 2) & 7) + 1; + freq <<= (((current_instr[ch][1] >> 2) + 1) & 7); int note = -11; while (freq >= 0x100) { note += 12; |