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author | Torbjörn Andersson | 2005-08-26 12:50:54 +0000 |
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committer | Torbjörn Andersson | 2005-08-26 12:50:54 +0000 |
commit | 2174c6f49c042a2dc33c015089444651ec843ef0 (patch) | |
tree | 49244f3c6987796a9bdf371c5012aaede7c39757 /sword1 | |
parent | d8a96c30321c6a615689ed5137b3a26161e2d154 (diff) | |
download | scummvm-rg350-2174c6f49c042a2dc33c015089444651ec843ef0.tar.gz scummvm-rg350-2174c6f49c042a2dc33c015089444651ec843ef0.tar.bz2 scummvm-rg350-2174c6f49c042a2dc33c015089444651ec843ef0.zip |
Implement looping sounds. This should fix bug #1273741, hopefully without
causing any problems. (I assume either the game scripts or the engine will
make sure that looped sounds are stopped.)
svn-id: r18713
Diffstat (limited to 'sword1')
-rw-r--r-- | sword1/sound.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/sword1/sound.cpp b/sword1/sound.cpp index ee6aca37b2..fdcde884f8 100644 --- a/sword1/sound.cpp +++ b/sword1/sound.cpp @@ -166,6 +166,8 @@ void Sound::playSample(QueueElement *elem) { flags = Audio::Mixer::FLAG_UNSIGNED; if (READ_LE_UINT16(sampleData + 0x16) == 2) flags |= Audio::Mixer::FLAG_STEREO; + if (_fxList[elem->id].type == FX_LOOP) + flags |= Audio::Mixer::FLAG_LOOP; _mixer->playRaw(&elem->handle, sampleData + 0x2C, size, 11025, flags, elem->id, volume, pan); } } else |