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authorFilippos Karapetis2009-05-20 10:43:18 +0000
committerFilippos Karapetis2009-05-20 10:43:18 +0000
commit6ec870303ff3532873f652fb1a565d72b0079645 (patch)
tree2acf20a4ae5d4deac4be47e3518c20409089f8bb /engines/sword1/animation.cpp
parentcaf9bf0941babc523be7c37bb10bfbb2213f5c0b (diff)
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- Reverted commit #40730, as it introduced rounding errors
- Properly fixed the FLIC player - The sound chunk tag of DXA files is now read by the DXADecoder's loadFile() method svn-id: r40736
Diffstat (limited to 'engines/sword1/animation.cpp')
-rw-r--r--engines/sword1/animation.cpp12
1 files changed, 2 insertions, 10 deletions
diff --git a/engines/sword1/animation.cpp b/engines/sword1/animation.cpp
index c97d04d1d9..2d0d081ef6 100644
--- a/engines/sword1/animation.cpp
+++ b/engines/sword1/animation.cpp
@@ -144,15 +144,7 @@ bool MoviePlayer::load(uint32 id) {
break;
}
- if (_decoder->loadFile(filename)) {
- // The DXA animations in the Broken Sword games always use external audio tracks.
- if (_decoderType == kVideoDecoderDXA && _decoder->readSoundHeader() != MKID_BE('NULL'))
- return false;
- } else {
- return false;
- }
-
- return true;
+ return _decoder->loadFile(filename);
}
void MoviePlayer::play(void) {
@@ -244,7 +236,7 @@ int32 DXADecoderWithSound::getAudioLag() {
int32 videoTime = _videoInfo.currentFrame * frameDelay;
int32 audioTime;
- audioTime = (int32) _mixer->getSoundElapsedTime(*_bgSoundHandle);
+ audioTime = (((int32) _mixer->getSoundElapsedTime(*_bgSoundHandle)) * 100);
return videoTime - audioTime;
}