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authorKari Salminen2008-08-08 14:46:19 +0000
committerKari Salminen2008-08-08 14:46:19 +0000
commit70760a77fdb42a18ea9997f7a3c74b613c589af6 (patch)
tree38a69d86b1d21b0c1902b30bd74b8fa7f88b7e9e /engines
parent5cb08bd1e5aca23f685caee0544a77d4824cec15 (diff)
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Partially fix Adlib volume setting in Cine (Now uses music volume for Adlib volume, previously always played with full volume. Doesn't differentiate between playing sound effects and music!).
svn-id: r33700
Diffstat (limited to 'engines')
-rw-r--r--engines/cine/cine.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/engines/cine/cine.cpp b/engines/cine/cine.cpp
index 2caf69da6c..4726e47732 100644
--- a/engines/cine/cine.cpp
+++ b/engines/cine/cine.cpp
@@ -57,6 +57,10 @@ CineEngine::CineEngine(OSystem *syst, const CINEGameDescription *gameDesc) : Eng
// Setup mixer
_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
+ // Use music volume for plain sound types (At least the Adlib player uses a plain sound type
+ // so previously the music and sfx volume controls didn't affect it at all).
+ // FIXME: Make Adlib player differentiate between playing sound effects and music and remove this.
+ _mixer->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, ConfMan.getInt("music_volume"));
g_cine = this;