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author | Johannes Schickel | 2014-07-23 02:39:51 +0200 |
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committer | Johannes Schickel | 2014-07-23 02:39:51 +0200 |
commit | 1efc311de08301271ab72ec310e1d5a972846186 (patch) | |
tree | 95a037f8964d681cd102f6064b1fd4b7d6f350c1 /engines | |
parent | e57e16e2952f1576cb33ed5069ada14e26986b72 (diff) | |
download | scummvm-rg350-1efc311de08301271ab72ec310e1d5a972846186.tar.gz scummvm-rg350-1efc311de08301271ab72ec310e1d5a972846186.tar.bz2 scummvm-rg350-1efc311de08301271ab72ec310e1d5a972846186.zip |
SCUMM: Make sure digital SFX are played even when speech is muted.
This makes sure that digital SFX are started even when speech is muted (when
using subtitles only mode). This is, for example, noticable in the Sam&Max CD
intro.
Diffstat (limited to 'engines')
-rw-r--r-- | engines/scumm/sound.cpp | 3 |
1 files changed, 0 insertions, 3 deletions
diff --git a/engines/scumm/sound.cpp b/engines/scumm/sound.cpp index 7c48a96351..cb428d1c15 100644 --- a/engines/scumm/sound.cpp +++ b/engines/scumm/sound.cpp @@ -851,9 +851,6 @@ void Sound::soundKludge(int *list, int num) { } void Sound::talkSound(uint32 a, uint32 b, int mode, int channel) { - if (_vm->_game.version >= 5 && ConfMan.getBool("speech_mute")) - return; - if (mode == 1) { _talk_sound_a1 = a; _talk_sound_b1 = b; |