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author | Torbjörn Andersson | 2015-09-16 22:09:08 +0200 |
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committer | Torbjörn Andersson | 2015-09-16 22:09:08 +0200 |
commit | d227e40e53f5458d2055fcb855557c448d405f6b (patch) | |
tree | 77c5164284d973a94905f1e12e88f7f1e729bd20 /engines/sherlock/sound.h | |
parent | 1fdeb98e70d606c9e6c8a012d26062c1cd859524 (diff) | |
download | scummvm-rg350-d227e40e53f5458d2055fcb855557c448d405f6b.tar.gz scummvm-rg350-d227e40e53f5458d2055fcb855557c448d405f6b.tar.bz2 scummvm-rg350-d227e40e53f5458d2055fcb855557c448d405f6b.zip |
SHERLOCK: Play rain sound during 3DO Scalpel intro
This is based on guesswork, particularly with regards to the volume.
It sounds pretty close to a YouTube video I saw of the original game,
and at least it's not unpleasantly loud.
Diffstat (limited to 'engines/sherlock/sound.h')
-rw-r--r-- | engines/sherlock/sound.h | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/engines/sherlock/sound.h b/engines/sherlock/sound.h index b2d1584e85..44969b8923 100644 --- a/engines/sherlock/sound.h +++ b/engines/sherlock/sound.h @@ -46,6 +46,7 @@ private: SherlockEngine *_vm; Audio::Mixer *_mixer; Audio::SoundHandle _scalpelEffectsHandle; + Audio::SoundHandle _aiffHandle; Audio::SoundHandle _tattooEffectsHandle[MAX_MIXER_CHANNELS]; Audio::SoundHandle _speechHandle; int _curPriority; @@ -87,6 +88,16 @@ public: * Play the sound in the specified resource */ bool playSound(const Common::String &name, WaitType waitType, int priority = 100, const char *libraryFilename = nullptr); + + /** + * Play the specified AIFF file. (Used for the 3DO Scalpel intro.) + */ + void playAiff(const Common::String &name, int volume = Audio::Mixer::kMaxChannelVolume, bool loop = false); + + /** + * Stop the AIFF sound that was started with playAiff(). + */ + void stopAiff(); /** * Play a previously loaded sound |