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author | Torbjörn Andersson | 2004-11-24 10:37:33 +0000 |
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committer | Torbjörn Andersson | 2004-11-24 10:37:33 +0000 |
commit | 373a19eef168c14afdbc4215957278dff530a521 (patch) | |
tree | 99e811aa4c8c6d294011d307f246e3e55d3b29e0 /saga | |
parent | 147a09bcf5d4182fd8fbff9ce53cfeaa13f4af60 (diff) | |
download | scummvm-rg350-373a19eef168c14afdbc4215957278dff530a521.tar.gz scummvm-rg350-373a19eef168c14afdbc4215957278dff530a521.tar.bz2 scummvm-rg350-373a19eef168c14afdbc4215957278dff530a521.zip |
Added the next piece of music, to go along with AM's rantings. I'll
probably add some more of AM's speech soon, since that'd give me an
incentive to fix the remaining parts of the WAV playback code. I'll see if
I can add subtitles as well, like we do for ITE.
svn-id: r15876
Diffstat (limited to 'saga')
-rw-r--r-- | saga/ihnm_introproc.cpp | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/saga/ihnm_introproc.cpp b/saga/ihnm_introproc.cpp index dd8330cf23..4c1af7b019 100644 --- a/saga/ihnm_introproc.cpp +++ b/saga/ihnm_introproc.cpp @@ -219,6 +219,14 @@ int Scene::IHNMIntroMovieProc3(int param, SCENE_INFO *scene_info) { q_event = _vm->_events->queue(&event); // Music, maestro + + // As far as I can tell, there are 40 tracks, numbered 0 + // through 39. This music appears as tracks 1, 7, 13, 19, 25 + // and 31, and while they all sound the same to me in the GM + // music file, track 1 sounds different from the others in the + // FM music file. I believe track 1 is the correct one for + // this intro. + event.type = ONESHOT_EVENT; event.code = MUSIC_EVENT; event.param = 1; @@ -280,6 +288,16 @@ int Scene::IHNMHateProc(int param, SCENE_INFO *scene_info) { switch (param) { case SCENE_BEGIN: + // More music + event.type = ONESHOT_EVENT; + event.code = MUSIC_EVENT; + event.param = 32; + event.param2 = MUSIC_LOOP; + event.op = EVENT_PLAY; + event.time = 0; + + q_event = _vm->_events->queue(&event); + // Background for intro scene is the first frame of the // intro animation; display it and set the palette event.type = ONESHOT_EVENT; |