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authorTorbjörn Andersson2004-05-01 10:42:23 +0000
committerTorbjörn Andersson2004-05-01 10:42:23 +0000
commitbc77ba431a7ccfc9a961df5fa8f1531e2f72fd44 (patch)
treeb6b7ebc379d756ae3f869c314666fbdf09b94b87 /sword2/sword2.h
parente830d35a21fda5e28bcc290b37a922dbf4114224 (diff)
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Simplified the handling of sound effects. It's not necessary for the driver
to keep its own copy of the sound data. It could be even further simplified (I don't really see any reason for having two different sound queues), but I seem to have reached a point of stability here and I don't want to jinx it by making further changes yet. svn-id: r13705
Diffstat (limited to 'sword2/sword2.h')
-rw-r--r--sword2/sword2.h10
1 files changed, 0 insertions, 10 deletions
diff --git a/sword2/sword2.h b/sword2/sword2.h
index 2d621622e7..588dd72106 100644
--- a/sword2/sword2.h
+++ b/sword2/sword2.h
@@ -321,16 +321,6 @@ public:
void setScrolling(void);
- struct FxQueueEntry {
- uint32 resource; // resource id of sample
- uint16 delay; // cycles to wait before playing (or 'random chance' if FX_RANDOM)
- uint8 volume; // 0..16
- int8 pan; // -16..16
- uint8 type; // FX_SPOT, FX_RANDOM or FX_LOOP
- };
-
- FxQueueEntry _fxQueue[FXQ_LENGTH];
-
// used to store id of tunes that loop, for save & restore
uint32 _loopingMusicId;