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authorTorbjörn Andersson2006-06-20 21:36:09 +0000
committerTorbjörn Andersson2006-06-20 21:36:09 +0000
commit49a2f44944675253a13f3b6a18c627a1dd7be2d8 (patch)
tree5612ab49faa6d059f5a9ffc6e5cc2816df7862d5 /engines
parentf9d3e510731f1f3d8379580e89247b1cd03d1f3c (diff)
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Applied my own patch #1508018. I don't know for sure that it's exactly right,
but it improves the Adlib sound effects in early games, e.g. the door opening and closing sounds in Indy 3 and MI1 floppy. There still appears to be some kind of looping/repeating mechanism that we don't implement, though. svn-id: r23204
Diffstat (limited to 'engines')
-rw-r--r--engines/scumm/sound.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/scumm/sound.cpp b/engines/scumm/sound.cpp
index 717df51906..dd5a7eabc2 100644
--- a/engines/scumm/sound.cpp
+++ b/engines/scumm/sound.cpp
@@ -1952,7 +1952,7 @@ void ScummEngine::convertADResource(int type, int idx, byte *src_ptr, int size)
| current_instr[ch][0];
if (!freq)
freq = 0x80;
- freq <<= ((current_instr[ch][1] >> 2) & 7) + 1;
+ freq <<= (((current_instr[ch][1] >> 2) + 1) & 7);
int note = -11;
while (freq >= 0x100) {
note += 12;