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Diffstat (limited to 'engines/kyra/chargen.cpp')
-rw-r--r--engines/kyra/chargen.cpp12
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);
}