diff options
Diffstat (limited to 'engines/kyra/chargen.cpp')
-rw-r--r-- | engines/kyra/chargen.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/kyra/chargen.cpp b/engines/kyra/chargen.cpp index 91a90407b1..ed761e53c6 100644 --- a/engines/kyra/chargen.cpp +++ b/engines/kyra/chargen.cpp @@ -171,7 +171,7 @@ bool CharacterGenerator::start(EoBCharacter *characters, uint8 ***faceShapes) { checkForCompleteParty(); initButtonsFromList(0, 5); - _vm->sound()->playTrack(_vm->game() == GI_EOB1 ? 20 : 13); + _vm->snd_playSong(_vm->game() == GI_EOB1 ? 20 : 13); _activeBox = 0; for (bool loop = true; loop && (!_vm->shouldQuit());) { @@ -186,7 +186,7 @@ bool CharacterGenerator::start(EoBCharacter *characters, uint8 ***faceShapes) { _activeBox ^= 2; } else if (inputFlag == _vm->_keyMap[Common::KEYCODE_ESCAPE]) { // Unlike the original we allow returning to the main menu - _vm->sound()->haltTrack(); + _vm->snd_stopSound(); return false; } _vm->_gui->updateBoxFrameHighLight(-1); @@ -232,7 +232,7 @@ bool CharacterGenerator::start(EoBCharacter *characters, uint8 ***faceShapes) { } if (_vm->game() == GI_EOB2) - _vm->sound()->playTrack(15); + _vm->snd_fadeOut(); *faceShapes = _faceShapes; return true; @@ -372,7 +372,7 @@ void CharacterGenerator::toggleSpecialButton(int index, int bodyCustom, int page void CharacterGenerator::processSpecialButton(int index) { toggleSpecialButton(index, 1, 0); - _vm->sound()->playSoundEffect(76); + _vm->snd_playSoundEffect(76); _vm->_system->delayMillis(80); toggleSpecialButton(index, 0, 0); } @@ -598,13 +598,13 @@ int CharacterGenerator::alignmentMenu(int cClass) { int CharacterGenerator::getInput(Button *buttonList) { if (_vm->game() == GI_EOB1 && _vm->sound()->checkTrigger()) { _vm->sound()->resetTrigger(); - _vm->sound()->playTrack(20); + _vm->snd_playSong(20); } else if (_vm->game() == GI_EOB2 && !_vm->sound()->isPlaying()) { // WORKAROUND for EOB II: The original implements the same sound trigger check as in EOB I. // However, Westwood seems to have forgotten to set the trigger at the end of the AdLib song, // so that the music will not loop. We simply check whether the sound driver is still playing. _vm->delay(3 * _vm->_tickLength); - _vm->sound()->playTrack(13); + _vm->snd_playSong(13); } return _vm->checkInput(buttonList, false, 0); } |