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authorRobert Göffringmann2003-12-17 05:16:37 +0000
committerRobert Göffringmann2003-12-17 05:16:37 +0000
commit7f5df14e7d5a4b4c560fa8697994fa5b512f8971 (patch)
tree41bd53855b4a722780e787481cd7cb5fc49d391c /sword1/sound.h
parent6b3429c4bbfea21096ae2de520579e99bf3fd3d4 (diff)
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menu, sound and mouse fixes.
svn-id: r11701
Diffstat (limited to 'sword1/sound.h')
-rw-r--r--sword1/sound.h3
1 files changed, 1 insertions, 2 deletions
diff --git a/sword1/sound.h b/sword1/sound.h
index 4d17863021..a4a43ae6e8 100644
--- a/sword1/sound.h
+++ b/sword1/sound.h
@@ -39,7 +39,6 @@
struct QueueElement {
uint32 id, delay;
PlayingSoundHandle handle;
- uint16 *data; // FIXME: This is a hack, because our mixer only supports Big endian data (currently)
};
struct RoomVol {
@@ -58,7 +57,7 @@ class SwordSound {
public:
SwordSound(const char *searchPath, SoundMixer *mixer, ResMan *pResMan);
~SwordSound(void);
- void startFxForScreen(uint16 screen);
+ void newScreen(uint16 screen);
bool startSpeech(uint16 roomNo, uint16 localNo); // this should work more or less.
// Maybe we'll need a delay of 3 gameCycles.