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authorTorbjörn Andersson2015-09-16 22:09:08 +0200
committerTorbjörn Andersson2015-09-16 22:09:08 +0200
commitd227e40e53f5458d2055fcb855557c448d405f6b (patch)
tree77c5164284d973a94905f1e12e88f7f1e729bd20 /engines/sherlock/sound.h
parent1fdeb98e70d606c9e6c8a012d26062c1cd859524 (diff)
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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.h11
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