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authorTorbjörn Andersson2007-02-17 08:06:21 +0000
committerTorbjörn Andersson2007-02-17 08:06:21 +0000
commit546758a086eb711b7f91a2ac644f0df415d18c3e (patch)
tree967205fec06898c650a0bdb64f30247cab49ef69 /engines
parent809a3bc293ca4198abedc080daa28e3f0c3a17f6 (diff)
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Only set up the Kyra 1 triggers for Kyra 1, not Kyra 2.
svn-id: r25650
Diffstat (limited to 'engines')
-rw-r--r--engines/kyra/sound_adlib.cpp16
1 files changed, 12 insertions, 4 deletions
diff --git a/engines/kyra/sound_adlib.cpp b/engines/kyra/sound_adlib.cpp
index dc092a5a2e..307bf49efc 100644
--- a/engines/kyra/sound_adlib.cpp
+++ b/engines/kyra/sound_adlib.cpp
@@ -2201,8 +2201,10 @@ const uint8 AdlibDriver::_unkTables[][32] = {
#pragma mark -
-// At the time of writing, the only known case where Kyra 1 uses sound triggers
-// is in the castle, to cycle between three different songs.
+// Kyra 1 sound triggers. Most noticeably, these are used towards the end of
+// the game, in the castle, to cycle between different songs. The same music is
+// used in other places throughout the game, but the player is less likely to
+// spend enough time there to notice.
const int SoundAdlibPC::_kyra1SoundTriggers[] = {
0, 4, 5, 3
@@ -2220,8 +2222,14 @@ SoundAdlibPC::SoundAdlibPC(KyraEngine *engine, Audio::Mixer *mixer)
_sfxPlayingSound = -1;
_soundFileLoaded = (uint)-1;
- _soundTriggers = _kyra1SoundTriggers;
- _numSoundTriggers = _kyra1NumSoundTriggers;
+ if (_v2) {
+ // TODO: Figure out if Kyra 2 uses sound triggers at all.
+ _soundTriggers = NULL;
+ _numSoundTriggers = 0;
+ } else {
+ _soundTriggers = _kyra1SoundTriggers;
+ _numSoundTriggers = _kyra1NumSoundTriggers;
+ }
}
SoundAdlibPC::~SoundAdlibPC() {