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authorFilippos Karapetis2014-10-14 01:59:53 +0300
committerFilippos Karapetis2014-10-15 11:43:20 +0300
commit701d43b5c208a605465c59e9caf8767df18c3e04 (patch)
tree2ac933f965b3917a793b97f0ab20565704aaa4f6 /engines
parent331488cae0909084a1e8800706cf102741e3043b (diff)
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MADS: Initial implementation of sound driver handling for V2 games
Diffstat (limited to 'engines')
-rw-r--r--engines/mads/nebular/menu_nebular.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/engines/mads/nebular/menu_nebular.cpp b/engines/mads/nebular/menu_nebular.cpp
index a9ed6d3495..6a13cea195 100644
--- a/engines/mads/nebular/menu_nebular.cpp
+++ b/engines/mads/nebular/menu_nebular.cpp
@@ -922,7 +922,11 @@ void AnimationView::loadNextResource() {
const char *chP = strchr(_currentAnimation->_header._soundName.c_str(), '.');
assert(chP);
- int driverNum = atoi(chP + 1);
+ // Handle both Rex naming (xxx.009) and naming in later games (e.g. xxx.ph9)
+ int driverNum = atoi(chP + 3);
+ // HACK for Dragon
+ if (_currentAnimation->_header._soundName == "#SOUND.DRG")
+ driverNum = 9;
_vm->_sound->init(driverNum);
}