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authorPaul Gilbert2018-02-18 21:48:50 -0500
committerPaul Gilbert2018-02-18 21:48:50 -0500
commitfbc184e3d9d00c6e894f71c98e6f7b05cf6afe0c (patch)
tree65cb875d8ecb914045773a046087673a258221b0 /engines/xeen/xeen.cpp
parent60e74af750a0a2aa9bbc9f89beb4058d54f729ba (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.cpp5
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();
}