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authorPaul Gilbert2016-08-31 20:20:10 -0400
committerPaul Gilbert2016-08-31 20:20:10 -0400
commitdd4fee37e35fab40076b6e9070a9a0ab987750a9 (patch)
tree4f8c6d7b5ddf047686385223a4eca95ee601b72d /engines/titanic/sound/sound.cpp
parent15ebf3a12aae014f5b6e3cd0125eab4e421aa46b (diff)
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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.cpp3
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);