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authorJohannes Schickel2012-09-19 15:19:55 +0200
committerJohannes Schickel2012-09-20 01:59:50 +0200
commitb5aaa1d7bcc84f33076744ed0f44c7b4c306a329 (patch)
treedb3c25eb0f8d46b7e561862011b9d707020af1e8 /engines
parent0677871ea94356e0a4a224840de691c05c05e8c5 (diff)
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SCUMM: Don't play SBL effects in MI2 mac.
The original does not do this either.
Diffstat (limited to 'engines')
-rw-r--r--engines/scumm/sound.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/engines/scumm/sound.cpp b/engines/scumm/sound.cpp
index 1dc026ad52..15701f166d 100644
--- a/engines/scumm/sound.cpp
+++ b/engines/scumm/sound.cpp
@@ -248,7 +248,10 @@ void Sound::playSound(int soundID) {
_mixer->playStream(Audio::Mixer::kSFXSoundType, NULL, stream, soundID);
}
// Support for sampled sound effects in Monkey Island 1 and 2
- else if (_vm->_game.platform != Common::kPlatformFMTowns && READ_BE_UINT32(ptr) == MKTAG('S','B','L',' ')) {
+ else if (_vm->_game.platform != Common::kPlatformFMTowns
+ // The Macintosh version of MI2 just ignores SBL effects.
+ && (_vm->_game.platform != Common::kPlatformMacintosh && _vm->_game.id != GID_MONKEY2)
+ && READ_BE_UINT32(ptr) == MKTAG('S','B','L',' ')) {
debugC(DEBUG_SOUND, "Using SBL sound effect");
// SBL resources essentially contain VOC sound data.