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authorTorbjörn Andersson2015-09-27 11:56:46 +0200
committerTorbjörn Andersson2015-09-27 11:56:46 +0200
commitd6aa2494e0b38c318c7a1fe54c4eaaebce823677 (patch)
treeb5deffda9227d5be266bfc2e912ad79e304a49a6 /engines
parentc8b8a2c9ee3420c0f36acde345737cee226ba845 (diff)
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TUCKER: Add missing music to the intro
I'm told not every version of the game plays this. Mine does though, and I see no harm in adding it for all versions. The code is robust enough to work even if the "introdub.raw" file is missing completely.
Diffstat (limited to 'engines')
-rw-r--r--engines/tucker/staticres.cpp8
1 files changed, 7 insertions, 1 deletions
diff --git a/engines/tucker/staticres.cpp b/engines/tucker/staticres.cpp
index b884851d7e..b9f6a6efee 100644
--- a/engines/tucker/staticres.cpp
+++ b/engines/tucker/staticres.cpp
@@ -329,8 +329,13 @@ static const SoundSequenceData _soundDataSeq19_20[] = {
{ 53, 2, 14, 100, 1 }, { 78, 2, 0, 100, 2 }, { 80, 0, 0, 100, 4 },
};
+// I've been told that there are versions of the game that don't play the
+// "introdub" music (130) for the first scene of the intro. The English "Euro
+// power pack" release does however, and I see no harm in doing it for every
+// version here. The volume is just a guess, though.
+
const SoundSequenceDataList AnimationSequencePlayer::_soundSeqDataList[] = {
- { 0, 0, 14, 10, 58, _soundDataSeq3_4 },
+ { 130, 80, 14, 10, 58, _soundDataSeq3_4 },
{ 0, 0, 14, 5, 60, _soundDataSeq9_10 },
{ 0, 0, 14, 9, 48, _soundDataSeq21_20 },
{ 1, 80, 14, 4, 25, _soundDataSeq13_14 },
@@ -471,6 +476,7 @@ const char *const AnimationSequencePlayer::_audioFileNamesTable[] = {
"rdfx38.wav",
"rdfx8.wav",
"rdfx9.wav",
+ "introdub.raw",
};
} // namespace Tucker