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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/sound.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/sound.cpp')
-rw-r--r-- | engines/titanic/sound/sound.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/engines/titanic/sound/sound.cpp b/engines/titanic/sound/sound.cpp index 045f5aad91..30772e780c 100644 --- a/engines/titanic/sound/sound.cpp +++ b/engines/titanic/sound/sound.cpp @@ -158,6 +158,9 @@ int CSound::playSound(const CString &name, CProximity &prox) { return -1; prox._field6C = waveFile->fn1(); + if (prox._soundType != Audio::Mixer::kPlainSoundType) + waveFile->_soundType = prox._soundType; + activateSound(waveFile, prox._freeSoundFlag); return _soundManager.playSound(*waveFile, prox); |