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author | Torbjörn Andersson | 2007-01-03 07:56:24 +0000 |
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committer | Torbjörn Andersson | 2007-01-03 07:56:24 +0000 |
commit | 85b780baf1ffbb1a3b77b8a6b7916a45364a74c4 (patch) | |
tree | e96f5ab7d273f7cc0a97aaabdd3d46dfa386bc84 /engines/sword2 | |
parent | 6496482de5884b71fa3d263725c4f0ab41ef32d3 (diff) | |
download | scummvm-rg350-85b780baf1ffbb1a3b77b8a6b7916a45364a74c4.tar.gz scummvm-rg350-85b780baf1ffbb1a3b77b8a6b7916a45364a74c4.tar.bz2 scummvm-rg350-85b780baf1ffbb1a3b77b8a6b7916a45364a74c4.zip |
Use FRAMES_PER_SECOND, not getFramesPerSecond(), to calculate the number of
frames before a sound effect is triggered. This is not dependent on _gameSpeed.
svn-id: r24971
Diffstat (limited to 'engines/sword2')
-rw-r--r-- | engines/sword2/sound.cpp | 2 | ||||
-rw-r--r-- | engines/sword2/sword2.cpp | 2 | ||||
-rw-r--r-- | engines/sword2/sword2.h | 2 |
3 files changed, 3 insertions, 3 deletions
diff --git a/engines/sword2/sound.cpp b/engines/sword2/sound.cpp index 5beff2772d..d8b6b99cea 100644 --- a/engines/sword2/sound.cpp +++ b/engines/sword2/sound.cpp @@ -219,7 +219,7 @@ void Sound::queueFx(int32 res, int32 type, int32 delay, int32 volume, int32 pan) // effects, however, it's the average number of // seconds between playing the sound, so we // have to multiply by the frame rate. - delay *= _vm->getFramesPerSecond(); + delay *= FRAMES_PER_SECOND; } volume = (volume * Audio::Mixer::kMaxChannelVolume) / 16; diff --git a/engines/sword2/sword2.cpp b/engines/sword2/sword2.cpp index 544c55e00a..adaeef1ba5 100644 --- a/engines/sword2/sword2.cpp +++ b/engines/sword2/sword2.cpp @@ -42,8 +42,6 @@ #include "sword2/screen.h" #include "sword2/sound.h" -#define FRAMES_PER_SECOND 12 - namespace Sword2 { struct GameSettings { diff --git a/engines/sword2/sword2.h b/engines/sword2/sword2.h index 4e7de99833..3acdce0eeb 100644 --- a/engines/sword2/sword2.h +++ b/engines/sword2/sword2.h @@ -22,6 +22,8 @@ #ifndef SWORD2_H #define SWORD2_H +#define FRAMES_PER_SECOND 12 + // Enable this to make it possible to clear the mouse cursor luggage by // right-clicking. The original didn't do this, but it feels natural to me. // However, I'm afraid that it'll interfer badly with parts of the game, so |