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author | Paul Gilbert | 2016-08-31 20:20:10 -0400 |
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committer | Paul Gilbert | 2016-08-31 20:20:10 -0400 |
commit | dd4fee37e35fab40076b6e9070a9a0ab987750a9 (patch) | |
tree | 4f8c6d7b5ddf047686385223a4eca95ee601b72d /engines/titanic/sound/proximity.cpp | |
parent | 15ebf3a12aae014f5b6e3cd0125eab4e421aa46b (diff) | |
download | scummvm-rg350-dd4fee37e35fab40076b6e9070a9a0ab987750a9.tar.gz scummvm-rg350-dd4fee37e35fab40076b6e9070a9a0ab987750a9.tar.bz2 scummvm-rg350-dd4fee37e35fab40076b6e9070a9a0ab987750a9.zip |
TITANIC: Add support for specifying a sound is music or SFX
Apart from the CMusicRoom music, the game doesn't differentiate between
music and sound effects. This adds an optional _soundType field to the
CProximity class, so I can manually specify which is which
Diffstat (limited to 'engines/titanic/sound/proximity.cpp')
-rw-r--r-- | engines/titanic/sound/proximity.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/titanic/sound/proximity.cpp b/engines/titanic/sound/proximity.cpp index 7f4e6784f2..992e76a872 100644 --- a/engines/titanic/sound/proximity.cpp +++ b/engines/titanic/sound/proximity.cpp @@ -31,7 +31,7 @@ CProximity::CProximity() : _field4(0), _channelVolume(100), _fieldC(0), _range(0.5), _elevation(0), _posX(0.0), _posY(0.0), _posZ(0.0), _hasVelocity(false), _velocityX(0), _velocityY(0), _velocityZ(0), _field54(0), _field58(0), _field5C(0), _freeSoundFlag(false), _endTalkerFn(nullptr), - _talker(nullptr), _field6C(0) { + _talker(nullptr), _field6C(0), _soundType(Audio::Mixer::kPlainSoundType) { } } // End of namespace Titanic |