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author | Torbjörn Andersson | 2005-12-21 10:57:48 +0000 |
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committer | Torbjörn Andersson | 2005-12-21 10:57:48 +0000 |
commit | ca03d5a3e4804aa011911349ceb68737092824e5 (patch) | |
tree | da03be212691284d48eb8338203545793749ab34 /sword2/sound.h | |
parent | 2facc1411b295b70d65f37bfe23f29d33a2dcff0 (diff) | |
download | scummvm-rg350-ca03d5a3e4804aa011911349ceb68737092824e5.tar.gz scummvm-rg350-ca03d5a3e4804aa011911349ceb68737092824e5.tar.bz2 scummvm-rg350-ca03d5a3e4804aa011911349ceb68737092824e5.zip |
Added debugging messages to track which CD (1 or 2) the game thinks it's
supposed to be reading data from. Maybe this will help track down the
mysterious missing speech problem reported on the forum.
svn-id: r19823
Diffstat (limited to 'sword2/sound.h')
-rw-r--r-- | sword2/sound.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/sword2/sound.h b/sword2/sound.h index 60e31946bd..b954ab1815 100644 --- a/sword2/sound.h +++ b/sword2/sound.h @@ -152,7 +152,7 @@ public: bool isStereo() const { return _decoder->isStereo(); } int getRate() const { return _decoder->getRate(); } - int whichCd() { return _cd; } + int getCD() { return _cd; } void fadeUp(); void fadeDown(); |