diff options
Diffstat (limited to 'engines/saga/sndres.cpp')
-rw-r--r-- | engines/saga/sndres.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/engines/saga/sndres.cpp b/engines/saga/sndres.cpp index 9742657523..f0812e17ba 100644 --- a/engines/saga/sndres.cpp +++ b/engines/saga/sndres.cpp @@ -56,7 +56,7 @@ SndRes::SndRes(SagaEngine *vm) : _vm(vm) { setVoiceBank(0); - if (_vm->getGameType() == GType_ITE) { + if (_vm->getGameId() == GID_ITE) { _fxTable = ITE_SfxTable; _fxTableLen = ITE_SFXCOUNT; } else { @@ -70,7 +70,7 @@ SndRes::SndRes(SagaEngine *vm) : _vm(vm) { byte *resourcePointer; size_t resourceLength; - if (_vm->getGameId() == GID_IHNM_DEMO) { + if (_vm->getFeatures() & GF_IHNM_DEMO) { _vm->_resource->loadResource(resourceContext, RID_IHNMDEMO_SFX_LUT, resourcePointer, resourceLength); } else { @@ -97,7 +97,7 @@ SndRes::SndRes(SagaEngine *vm) : _vm(vm) { } SndRes::~SndRes() { - if (_vm->getGameType() == GType_IHNM) { + if (_vm->getGameId() == GID_IHNM) { free(_fxTable); free(_fxTableIDs); } @@ -109,7 +109,7 @@ void SndRes::setVoiceBank(int serial) { // If we got the Macintosh version of IHNM, just set the voice bank // so that we know which voices* subfolder to look for later - if (_vm->getGameType() == GType_IHNM && _vm->isMacResources()) { + if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) { _voiceSerial = serial; // Set a dummy voice context _voiceContext = new ResourceContext(); @@ -155,7 +155,7 @@ void SndRes::playVoice(uint32 resourceId) { if (!(_vm->_voiceFilesExist)) return; - if (_vm->getGameType() == GType_IHNM && !(_vm->_voicesEnabled)) + if (_vm->getGameId() == GID_IHNM && !(_vm->_voicesEnabled)) return; debug(4, "SndRes::playVoice %i", resourceId); @@ -185,7 +185,7 @@ bool SndRes::load(ResourceContext *context, uint32 resourceId, SoundBuffer &buff return false; } - if (_vm->getGameType() == GType_IHNM && _vm->isMacResources()) { + if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) { char soundFileName[40]; int dirIndex = resourceId / 64; @@ -221,7 +221,7 @@ bool SndRes::load(ResourceContext *context, uint32 resourceId, SoundBuffer &buff soundInfo = _vm->getSfxInfo(); } - if (_vm->getGameType() == GType_IHNM && _vm->isMacResources() && (context->fileType & GAME_VOICEFILE) != 0) { + if (_vm->getGameId() == GID_IHNM && _vm->isMacResources() && (context->fileType & GAME_VOICEFILE) != 0) { // No sound patch data for the voice files in the Mac version of IHNM } else { context->table[resourceId].fillSoundPatch(soundInfo); @@ -247,11 +247,11 @@ bool SndRes::load(ResourceContext *context, uint32 resourceId, SoundBuffer &buff bool uncompressedSound = false; // If patch data exists for sound resource 4 (used in ITE intro), don't treat this sound as compressed // Patch data for this resource is in file p2_a.iaf or p2_a.voc - if (_vm->getGameType() == GType_ITE && resourceId == 4 && context->table[resourceId].patchData != NULL) + if (_vm->getGameId() == GID_ITE && resourceId == 4 && context->table[resourceId].patchData != NULL) uncompressedSound = true; // FIXME: Currently, the SFX.RES file in IHNM cannot be compressed - if (_vm->getGameType() == GType_IHNM && (context->fileType & GAME_SOUNDFILE)) + if (_vm->getGameId() == GID_IHNM && (context->fileType & GAME_SOUNDFILE)) uncompressedSound = true; if ((_vm->getFeatures() & GF_COMPRESSED_SOUNDS) && !uncompressedSound) { @@ -396,7 +396,7 @@ bool SndRes::load(ResourceContext *context, uint32 resourceId, SoundBuffer &buff } - if (_vm->getGameType() == GType_IHNM && _vm->isMacResources()) { + if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) { delete file; } |