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authorTorbjörn Andersson2005-02-19 14:02:16 +0000
committerTorbjörn Andersson2005-02-19 14:02:16 +0000
commit43cfe01f3d8d2307a23933920cce43740871f367 (patch)
treefe56072f944bc980981d5f0cfe1683116645d076 /sword2/sound.h
parent0de5fa2f33147529edcf4dccd24a2750b23a2867 (diff)
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This is the second part of the BS2 restructuring. There are two new
classes: Screen and Mouse. Screen handles most of the drawing, except the mouse cursor and in-game menus. The old Graphics class is no more. I've also fixed some "reverse stereo" regressions from the first part of the restructuring. I'm not sure what the next step will be, but hopefully it will be smaller than this one was. svn-id: r16812
Diffstat (limited to 'sword2/sound.h')
-rw-r--r--sword2/sound.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/sword2/sound.h b/sword2/sound.h
index 0d5c2371b5..64b441ff51 100644
--- a/sword2/sound.h
+++ b/sword2/sound.h
@@ -197,7 +197,7 @@ public:
void clearFxQueue();
void processFxQueue();
- void setReverseStereo(bool reverse) { _reverseStereo = reverse; }
+ void setReverseStereo(bool reverse);
bool isReverseStereo() const { return _reverseStereo; }
void muteSpeech(bool mute);
@@ -228,7 +228,7 @@ public:
int32 playFx(FxQueueEntry *fx);
int32 playFx(PlayingSoundHandle *handle, byte *data, uint32 len, uint8 vol, int8 pan, bool loop, SoundMixer::SoundType soundType);
int32 stopFx(int32 i);
- int32 setFxIdVolumePan(int32 id, int vol, int pan = -1);
+ int32 setFxIdVolumePan(int32 id, int vol, int pan = 255);
int32 getSpeechStatus();
int32 amISpeaking();