diff options
author | Jonathan Gray | 2003-07-29 12:34:46 +0000 |
---|---|---|
committer | Jonathan Gray | 2003-07-29 12:34:46 +0000 |
commit | f1a6025aa2a8b6c99798e0738eaca4c844933c20 (patch) | |
tree | 3e97dd16c86c96e4cbd60ee77437d46e442a567c /sword2/speech.cpp | |
parent | 11aa36ff90be9c0cee214a7fb2a15f9e97bef918 (diff) | |
download | scummvm-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.cpp | 12 |
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 } } } |