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authorPeter Kohaut2016-09-30 22:42:40 +0200
committerPeter Kohaut2016-09-30 22:42:40 +0200
commit0c7d323921baa36f0a6db4b81e906ff402509463 (patch)
treeabc863a31a3ef18d19acb14dbfc6b8a1021dae70 /engines
parenta6f8a39dd3de395fedd26cbe014b23584c8297a8 (diff)
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BLADERUNNER: add support for uncompressed audio, fixed wrong call to gamescript after loading scene
Diffstat (limited to 'engines')
-rw-r--r--engines/bladerunner/aud_stream.cpp10
-rw-r--r--engines/bladerunner/scene.cpp7
2 files changed, 9 insertions, 8 deletions
diff --git a/engines/bladerunner/aud_stream.cpp b/engines/bladerunner/aud_stream.cpp
index 97623f9b7e..4eadb5baf6 100644
--- a/engines/bladerunner/aud_stream.cpp
+++ b/engines/bladerunner/aud_stream.cpp
@@ -62,9 +62,9 @@ AudStream::~AudStream() {
int AudStream::readBuffer(int16 *buffer, const int numSamples) {
int samplesRead = 0;
- assert(numSamples % 2 == 0);
-
if (_compressionType == 99) {
+ assert(numSamples % 2 == 0);
+
while (samplesRead < numSamples) {
if (_deafBlockRemain == 0) {
if (_end - _p == 0)
@@ -95,8 +95,10 @@ int AudStream::readBuffer(int16 *buffer, const int numSamples) {
samplesRead += 2 * bytesConsumed;
}
} else {
- //assert(0 && "readBuffer: Unimplemented");
- warning("AudStream::readBuffer unknown compression type %d", _compressionType);
+ int bytesToCopy = MIN(2 * numSamples, _end - _p);
+ memcpy(buffer, _p, bytesToCopy);
+ _p += bytesToCopy;
+ samplesRead = bytesToCopy / 2;
}
return samplesRead;
diff --git a/engines/bladerunner/scene.cpp b/engines/bladerunner/scene.cpp
index 65efe1306b..0ced4d8b93 100644
--- a/engines/bladerunner/scene.cpp
+++ b/engines/bladerunner/scene.cpp
@@ -93,16 +93,15 @@ bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
if (isLoadingGame) {
// TODO: Advance VQA frame
if (sceneId >= 73 && sceneId <= 76)
- _vm->_script->InitializeScene();
+ _vm->_script->SceneLoaded();
return true;
}
// TODO: set VQADecoder parameters
+ //_vm->_scene->advanceFrame(0, 0);
- // TODO: Set actor position from scene info
_vm->_playerActor->setAtXYZ(_actorStartPosition, _actorStartFacing);
-
- // TODO: Set actor set
+ //_vm->_playerActor->setSetId(setId);
_vm->_script->SceneLoaded();