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author | Max Horn | 2003-09-17 21:06:16 +0000 |
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committer | Max Horn | 2003-09-17 21:06:16 +0000 |
commit | 468275bb94f975b9e1c2e7e90a03caa37bd0e142 (patch) | |
tree | 1c3a7f30ca33043dba1a7de1119d6c50da7181fa /sword2/driver/d_sound.cpp | |
parent | c0d1061a2dcfd8c50c70ca99b99a41e81207fa86 (diff) | |
download | scummvm-rg350-468275bb94f975b9e1c2e7e90a03caa37bd0e142.tar.gz scummvm-rg350-468275bb94f975b9e1c2e7e90a03caa37bd0e142.tar.bz2 scummvm-rg350-468275bb94f975b9e1c2e7e90a03caa37bd0e142.zip |
added a static method setDefaultDirectory to class File; used this to simplify some code; added a global g_sound pointer in bs2, this cuts down on uses of g_sword2 (of course both should be removed on the long run); some other minor tweaks/fixes
svn-id: r10278
Diffstat (limited to 'sword2/driver/d_sound.cpp')
-rw-r--r-- | sword2/driver/d_sound.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/sword2/driver/d_sound.cpp b/sword2/driver/d_sound.cpp index ee0fd3abc0..06d353aabc 100644 --- a/sword2/driver/d_sound.cpp +++ b/sword2/driver/d_sound.cpp @@ -379,7 +379,7 @@ int32 Sword2Sound::GetCompSpeechSize(const char *filename, uint32 speechid) { File fp; // Open the speech cluster and find the data offset & size - fp.open(filename, g_engine->getGameDataPath()); + fp.open(filename); if (fp.isOpen() == false) return 0; @@ -412,7 +412,7 @@ int32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uin File fp; // Open the speech cluster and find the data offset & size - fp.open(filename, g_engine->getGameDataPath()); + fp.open(filename); if (fp.isOpen() == false) return RDERR_INVALIDFILENAME; @@ -499,7 +499,7 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v return RDERR_SPEECHPLAYING; // Open the speech cluster and find the data offset & size - fp.open(filename, g_engine->getGameDataPath()); + fp.open(filename); if (fp.isOpen() == false) return RDERR_INVALIDFILENAME; @@ -1058,7 +1058,7 @@ int32 Sword2Sound::StreamCompMusicFromLock(const char *filename, uint32 musicId, // Always use fpMus[0] (all music in one cluster) // musFilePos[primaryStream] for different pieces of music. if (!fpMus.isOpen()) - fpMus.open(filename, g_engine->getGameDataPath()); + fpMus.open(filename); if (!fpMus.isOpen()) return RDERR_INVALIDFILENAME; |