aboutsummaryrefslogtreecommitdiff
path: root/sword2/speech.cpp
diff options
context:
space:
mode:
authorJonathan Gray2003-07-29 12:34:46 +0000
committerJonathan Gray2003-07-29 12:34:46 +0000
commitf1a6025aa2a8b6c99798e0738eaca4c844933c20 (patch)
tree3e97dd16c86c96e4cbd60ee77437d46e442a567c /sword2/speech.cpp
parent11aa36ff90be9c0cee214a7fb2a15f9e97bef918 (diff)
downloadscummvm-rg350-f1a6025aa2a8b6c99798e0738eaca4c844933c20.tar.gz
scummvm-rg350-f1a6025aa2a8b6c99798e0738eaca4c844933c20.tar.bz2
scummvm-rg350-f1a6025aa2a8b6c99798e0738eaca4c844933c20.zip
turn d_sound.cpp into class BS2Sound
svn-id: r9280
Diffstat (limited to 'sword2/speech.cpp')
-rw-r--r--sword2/speech.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/sword2/speech.cpp b/sword2/speech.cpp
index abaf560955..b2196bcede 100644
--- a/sword2/speech.cpp
+++ b/sword2/speech.cpp
@@ -1373,7 +1373,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97)
// New fudge to wait for smacker samples to finish (James31july97)
// since they can over-run into the game
- if (GetSpeechStatus()!=RDSE_SAMPLEFINISHED) // has it finished?
+ if (g_bs2->_sound->GetSpeechStatus()!=RDSE_SAMPLEFINISHED) // has it finished?
return (IR_REPEAT);
//-------------------------
@@ -1584,11 +1584,11 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97)
//------------------------------
- rv = PlayCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan); // Load speech but don't start playing yet
+ rv = g_bs2->_sound->PlayCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan); // Load speech but don't start playing yet
if (rv == RD_OK)
{
speechRunning=1; // ok, we've got something to play (2 means not playing yet - see below)
- UnpauseSpeech(); // set it playing now (we might want to do this next cycle, don't know yet)
+ g_bs2->_sound->UnpauseSpeech(); // set it playing now (we might want to do this next cycle, don't know yet)
}
#ifdef _BS2_DEBUG
else
@@ -1628,7 +1628,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97)
else if (speechRunning) // if playing a sample
{
if (!unpause_zone)
- { if (AmISpeaking()==RDSE_QUIET) // if we're at a quiet bit
+ { if (g_bs2->_sound->AmISpeaking()==RDSE_QUIET) // if we're at a quiet bit
ob_graphic->anim_pc=0; // restart from frame 0 ('closed mouth' frame)
}
}
@@ -1655,7 +1655,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97)
if (speechRunning==1) // if playing a sample (note that value of '2' means about to play!)
{
if (!unpause_zone)
- { if (GetSpeechStatus()==RDSE_SAMPLEFINISHED) // has it finished?
+ { if (g_bs2->_sound->GetSpeechStatus()==RDSE_SAMPLEFINISHED) // has it finished?
speechFinished=1; // James25feb97
}
else unpause_zone--;
@@ -1704,7 +1704,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97)
if (speechRunning) // if speech sample playing
{
- StopSpeechBS2(); // halt the sample prematurely
+ g_bs2->_sound->StopSpeechBS2(); // halt the sample prematurely
}
}
}