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authorJames Brown2002-10-18 11:45:57 +0000
committerJames Brown2002-10-18 11:45:57 +0000
commit80ce915f3da1173eb86af153d79a12aac556f564 (patch)
tree4b23ee8da447cd1e5ff6a4cc3e82ddc2d0924897 /scumm/sound.h
parentd0565061a08d93b5fe545740bb37dbc83c12ddfe (diff)
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Fix Wait:forActorDraw and the 'infinite mouth movement' problem in The Dig.
Code assumed that the actor always starts talking in the same room it finishes talking in - this doesn't apply for several cutscene sequences in The Dig. Also added the usual talkChannel fallback code in for The Dig. svn-id: r5186
Diffstat (limited to 'scumm/sound.h')
-rw-r--r--scumm/sound.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/scumm/sound.h b/scumm/sound.h
index 409e1b7c58..faa7c5e947 100644
--- a/scumm/sound.h
+++ b/scumm/sound.h
@@ -56,7 +56,6 @@ enum {
bool _musicBundleToBeChanged;
bool _musicBundleToBeRemoved;
- int _talkChannel; /* Mixer channel actor is talking on */
File *_sfxFile;
uint32 _talk_sound_a1, _talk_sound_a2, _talk_sound_b1, _talk_sound_b2;
byte _talk_sound_mode;
@@ -92,6 +91,7 @@ public:
#endif
+ int _talkChannel; /* Mixer channel actor is talking on */
int _cd_timer_value;
bool _soundsPaused;
int16 _sound_volume_master, _sound_volume_music, _sound_volume_sfx;
@@ -125,7 +125,7 @@ public:
void pauseBundleMusic(bool state);
void bundleMusicHandler(Scumm * scumm);
void stopBundleMusic();
- void playBundleSound(char *sound);
+ int playBundleSound(char *sound);
byte * readCreativeVocFile(byte * ptr, uint32 & size, uint32 & rate, uint32 & loops);
int playSfxSound(void *sound, uint32 size, uint rate, bool isUnsigned);
int playSfxSound_MP3(void *sound, uint32 size);