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-rw-r--r--engines/sci/sound/soundcmd.cpp5
1 files changed, 1 insertions, 4 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 8481f10171..05bb90332a 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -44,10 +44,7 @@ SoundCommandParser::SoundCommandParser(ResourceManager *resMan, SegManager *segM
// resource number, but it's totally unrelated to the menu music).
// The GK1 demo (very late SCI1.1) does the same thing
// TODO: Check the QFG4 demo
-
- // If the prefer_digitalsfx key is missing, default to enable digital SFX
- bool preferDigitalSfx = !ConfMan.hasKey("prefer_digitalsfx") || ConfMan.getBool("prefer_digitalsfx");
- _useDigitalSFX = (getSciVersion() >= SCI_VERSION_2 || g_sci->getGameId() == GID_GK1 || preferDigitalSfx);
+ _useDigitalSFX = (getSciVersion() >= SCI_VERSION_2 || g_sci->getGameId() == GID_GK1 || ConfMan.getBool("prefer_digitalsfx"));
_music = new SciMusic(_soundVersion, _useDigitalSFX);
_music->init();