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authorFilippos Karapetis2009-05-19 19:56:53 +0000
committerFilippos Karapetis2009-05-19 19:56:53 +0000
commite358b13ef96e15fc1788841633eb09b1f739cc90 (patch)
tree080a9766958f53fb5d9291d5cd15d9a0d5edb88f /engines/sword1/animation.cpp
parent4f6bc506153550a16efd02a10b0b377cce54c434 (diff)
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Changed calculations based on frame delay to be based on the scale of 1ms, not 1/100. This fixes the FLIC player and also makes the overall code a bit clearer and easier to understand
svn-id: r40730
Diffstat (limited to 'engines/sword1/animation.cpp')
-rw-r--r--engines/sword1/animation.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/sword1/animation.cpp b/engines/sword1/animation.cpp
index 032eb15fb9..c97d04d1d9 100644
--- a/engines/sword1/animation.cpp
+++ b/engines/sword1/animation.cpp
@@ -244,7 +244,7 @@ int32 DXADecoderWithSound::getAudioLag() {
int32 videoTime = _videoInfo.currentFrame * frameDelay;
int32 audioTime;
- audioTime = (((int32) _mixer->getSoundElapsedTime(*_bgSoundHandle)) * 100);
+ audioTime = (int32) _mixer->getSoundElapsedTime(*_bgSoundHandle);
return videoTime - audioTime;
}