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author | Torbjörn Andersson | 2011-11-08 21:46:10 +0100 |
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committer | Torbjörn Andersson | 2011-11-08 21:46:10 +0100 |
commit | 1ffb83266652cc952e006fa55c52b6b895cb45ef (patch) | |
tree | bb25bde25b93857a4733e7036b9751e35a807207 /engines/sword1/sound.h | |
parent | 9f61470a99c0218e065e87c694ed2b7cfaff17b9 (diff) | |
download | scummvm-rg350-1ffb83266652cc952e006fa55c52b6b895cb45ef.tar.gz scummvm-rg350-1ffb83266652cc952e006fa55c52b6b895cb45ef.tar.bz2 scummvm-rg350-1ffb83266652cc952e006fa55c52b6b895cb45ef.zip |
SWORD1: Fix bug #3431552 ("Wrong background sound in Windows demo")
This is a slightly updated version of the patch I attached to the
bug report. Apparently, the DOS/Windows demo has a slightly different
set of sound resources than the full game. (There were also some
other minor differences in the sound effects list, but I didn't think
them worth the trouble to implement.) I've played through the demo,
and I didn't notice any problems.
Diffstat (limited to 'engines/sword1/sound.h')
-rw-r--r-- | engines/sword1/sound.h | 10 |
1 files changed, 9 insertions, 1 deletions
diff --git a/engines/sword1/sound.h b/engines/sword1/sound.h index 112ae5b6aa..4e1ac7ba34 100644 --- a/engines/sword1/sound.h +++ b/engines/sword1/sound.h @@ -53,8 +53,15 @@ struct RoomVol { int32 roomNo, leftVol, rightVol; }; +struct SampleId { + byte cluster; + byte idStd; + byte idWinDemo; +}; + struct FxDef { - uint32 sampleId, type, delay; + SampleId sampleId; + uint32 type, delay; RoomVol roomVolList[MAX_ROOMS_PER_FX]; }; @@ -100,6 +107,7 @@ private: void playSample(QueueElement *elem); void initCowSystem(); + uint32 getSampleId(int32 fxNo); int16 *uncompressSpeech(uint32 index, uint32 cSize, uint32 *size); void calcWaveVolume(int16 *data, uint32 length); bool _waveVolume[WAVE_VOL_TAB_LENGTH]; |