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author | Filippos Karapetis | 2009-05-20 10:43:18 +0000 |
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committer | Filippos Karapetis | 2009-05-20 10:43:18 +0000 |
commit | 6ec870303ff3532873f652fb1a565d72b0079645 (patch) | |
tree | 2acf20a4ae5d4deac4be47e3518c20409089f8bb /engines/sword2 | |
parent | caf9bf0941babc523be7c37bb10bfbb2213f5c0b (diff) | |
download | scummvm-rg350-6ec870303ff3532873f652fb1a565d72b0079645.tar.gz scummvm-rg350-6ec870303ff3532873f652fb1a565d72b0079645.tar.bz2 scummvm-rg350-6ec870303ff3532873f652fb1a565d72b0079645.zip |
- 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/sword2')
-rw-r--r-- | engines/sword2/animation.cpp | 13 |
1 files changed, 2 insertions, 11 deletions
diff --git a/engines/sword2/animation.cpp b/engines/sword2/animation.cpp index 56f369a3eb..e0b8bcbe52 100644 --- a/engines/sword2/animation.cpp +++ b/engines/sword2/animation.cpp @@ -80,16 +80,7 @@ bool MoviePlayer::load(const char *name) { break; } - if (_decoder->loadFile(filename)) { - // The DXA animations in the Broken Sword games always use external audio tracks, - // if they have any sound at all. - if (_decoderType == kVideoDecoderDXA && _decoder->readSoundHeader() != MKID_BE('NULL')) - return false; - } else { - return false; - } - - return true; + return _decoder->loadFile(filename); } void MoviePlayer::play(MovieText *movieTexts, uint32 numMovieTexts, uint32 leadIn, uint32 leadOut) { @@ -280,7 +271,7 @@ int32 DXADecoderWithSound::getAudioLag() { int32 videoTime = _videoInfo.currentFrame * frameDelay; int32 audioTime; - audioTime = (int32) _mixer->getSoundElapsedTime(*_bgSoundHandle); + audioTime = (((int32) _mixer->getSoundElapsedTime(*_bgSoundHandle)) * 100); return videoTime - audioTime; } |