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author | Paul Gilbert | 2018-02-18 21:48:50 -0500 |
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committer | Paul Gilbert | 2018-02-18 21:48:50 -0500 |
commit | fbc184e3d9d00c6e894f71c98e6f7b05cf6afe0c (patch) | |
tree | 65cb875d8ecb914045773a046087673a258221b0 /engines/xeen/xeen.cpp | |
parent | 60e74af750a0a2aa9bbc9f89beb4058d54f729ba (diff) | |
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XEEN: Flag games as not having voice
Technically they do have voice samples, but the code for playing
them is indistinguishable from standard SFX. And given how few
they are, I feel it better for now to simply flag the detection
entries as no voice, rather than trying to separate them
Diffstat (limited to 'engines/xeen/xeen.cpp')
-rw-r--r-- | engines/xeen/xeen.cpp | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/engines/xeen/xeen.cpp b/engines/xeen/xeen.cpp index 3dfb0bc8e3..b4393fd4b0 100644 --- a/engines/xeen/xeen.cpp +++ b/engines/xeen/xeen.cpp @@ -110,6 +110,9 @@ void XeenEngine::initialize() { // Set graphics mode initGraphics(320, 200); + // Setup mixer + syncSoundSettings(); + // If requested, load a savegame instead of showing the intro if (ConfMan.hasKey("save_slot")) { int saveSlot = ConfMan.getInt("save_slot"); @@ -247,6 +250,8 @@ Common::String XeenEngine::printK2(uint value) { } void XeenEngine::syncSoundSettings() { + Engine::syncSoundSettings(); + if (_sound) _sound->updateSoundSettings(); } |