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author | Torbjörn Andersson | 2009-02-21 15:07:05 +0000 |
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committer | Torbjörn Andersson | 2009-02-21 15:07:05 +0000 |
commit | 6e2848ff9825125f43c67a59ad4c922398d9255c (patch) | |
tree | 77d98638d2a90088c30844850ca3fba7e3f7fcb4 /engines/sword2/sound.cpp | |
parent | 34f90ac043230f049c58aaaf843ac347e0fc5c21 (diff) | |
download | scummvm-rg350-6e2848ff9825125f43c67a59ad4c922398d9255c.tar.gz scummvm-rg350-6e2848ff9825125f43c67a59ad4c922398d9255c.tar.bz2 scummvm-rg350-6e2848ff9825125f43c67a59ad4c922398d9255c.zip |
Rewrote the cutscene player to be more like the one in Broken Sword 1. This fixes
a subtitle colour regression, but mainly it simplifies the code. The "dummy"
player has been removed. There are almost certainly regressions, but I'm hoping
it's stable enough for testing now.
svn-id: r38697
Diffstat (limited to 'engines/sword2/sound.cpp')
-rw-r--r-- | engines/sword2/sound.cpp | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/engines/sword2/sound.cpp b/engines/sword2/sound.cpp index 6af94c9cb6..ee9fa1debf 100644 --- a/engines/sword2/sound.cpp +++ b/engines/sword2/sound.cpp @@ -217,6 +217,15 @@ void Sound::playMovieSound(int32 res, int type) { _vm->_sound->playFx(handle, data, len, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType); } +void Sound::stopMovieSounds() { + if (_vm->_mixer->isSoundHandleActive(_leadInHandle)) { + _vm->_mixer->stopHandle(_leadInHandle); + } + if (_vm->_mixer->isSoundHandleActive(_leadOutHandle)) { + _vm->_mixer->stopHandle(_leadOutHandle); + } +} + /** * Queue a sound effect for playing later. * @param res the sound resource number |