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authorTorbjörn Andersson2004-10-01 06:45:13 +0000
committerTorbjörn Andersson2004-10-01 06:45:13 +0000
commit54cec2e011b56d875022ec6a6c05654b08300876 (patch)
treebbd54527e158f9e9cd6cca8c47b040d0a49c280d /saga/sound.cpp
parent2f8136b703a5738e8a7f715b2cb3c4c4dd013473 (diff)
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Set up file paths to handle the differences between the file layout of the
Windows and Linux versions. (TODO: Handle game detection.) Added preliminary support for the P2_A.aif file that the Linux version uses, where the Windows version uses p2_a.voc. Someone will have to verify the actual format of it, and we have a silly bug in playVoice() which will have to be fixed before things work properly. svn-id: r15365
Diffstat (limited to 'saga/sound.cpp')
-rw-r--r--saga/sound.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/saga/sound.cpp b/saga/sound.cpp
index 8fb38b1f19..979addd861 100644
--- a/saga/sound.cpp
+++ b/saga/sound.cpp
@@ -130,6 +130,11 @@ int Sound::playVoice(R_SOUNDBUFFER *buf) {
}
#endif
+ // FIXME: No, no, NO! We should use buf->s_buf and buf->s_buf_len, not
+ // buf->res_data and buf->res_len. Right now, we're playing the
+ // resource header as if it was a sound! But we can't just
+ // change it without also removing FLAG_AUTOFREE...
+
_mixer->playRaw(&_voiceHandle, buf->res_data, buf->res_len, buf->s_freq, flags);
return R_SUCCESS;