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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.h | |
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.h')
-rw-r--r-- | engines/titanic/sound/proximity.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/engines/titanic/sound/proximity.h b/engines/titanic/sound/proximity.h index b728f22c26..cedb4bd94a 100644 --- a/engines/titanic/sound/proximity.h +++ b/engines/titanic/sound/proximity.h @@ -23,6 +23,7 @@ #ifndef TITANIC_PROXIMITY_H #define TITANIC_PROXIMITY_H +#include "audio/mixer.h" #include "common/scummsys.h" namespace Titanic { @@ -62,6 +63,7 @@ public: CEndTalkerFn _endTalkerFn; TTtalker *_talker; int _field6C; + Audio::Mixer::SoundType _soundType; public: CProximity(); }; |