diff options
Diffstat (limited to 'engines/scumm/scumm.cpp')
-rw-r--r-- | engines/scumm/scumm.cpp | 21 |
1 files changed, 3 insertions, 18 deletions
diff --git a/engines/scumm/scumm.cpp b/engines/scumm/scumm.cpp index af6b9278c6..587e2a8abe 100644 --- a/engines/scumm/scumm.cpp +++ b/engines/scumm/scumm.cpp @@ -56,6 +56,7 @@ #include "scumm/player_v2.h" #include "scumm/player_v2a.h" #include "scumm/player_v3a.h" +#include "scumm/player_v4a.h" #include "scumm/he/resource_he.h" #include "scumm/scumm_v0.h" #include "scumm/scumm_v8.h" @@ -284,7 +285,6 @@ ScummEngine::ScummEngine(OSystem *syst, const DetectorResult &dr) _useTalkAnims = false; _defaultTalkDelay = 0; _musicType = MDT_NONE; - _tempMusic = 0; _saveSound = 0; memset(_extraBoxFlags, 0, sizeof(_extraBoxFlags)); memset(_scaleSlots, 0, sizeof(_scaleSlots)); @@ -554,10 +554,7 @@ ScummEngine::ScummEngine(OSystem *syst, const DetectorResult &dr) ScummEngine::~ScummEngine() { Common::clearAllDebugChannels(); - if (_musicEngine) { - _musicEngine->terminate(); - delete _musicEngine; - } + delete _musicEngine; _mixer->stopAll(); @@ -1296,7 +1293,6 @@ void ScummEngine::setupCostumeRenderer() { void ScummEngine::resetScumm() { int i; - _tempMusic = 0; debug(9, "resetScumm"); if (_game.version == 0) { @@ -1698,7 +1694,7 @@ void ScummEngine::setupMusic(int midi) { } else if (_game.platform == Common::kPlatformPCEngine && _game.version == 3) { // TODO: Add support for music format } else if (_game.platform == Common::kPlatformAmiga && _game.version <= 4) { - // TODO: Add support for music format + _musicEngine = new Player_V4A(this, _mixer); } else if (_game.id == GID_MANIAC && _game.version == 1) { _musicEngine = new Player_V1(this, _mixer, midiDriver != MD_PCSPK); } else if (_game.version <= 2) { @@ -1909,17 +1905,6 @@ void ScummEngine::scummLoop(int delta) { if (_musicEngine) { // The music engine generates the timer data for us. VAR(VAR_MUSIC_TIMER) = _musicEngine->getMusicTimer(); - } else { - // Used for Money Island 1 (Amiga) - // TODO: The music delay (given in milliseconds) might have to be tuned a little - // to get it correct for all games. Without the ability to watch/listen to the - // original games, I can't do that myself. - const int MUSIC_DELAY = 350; - _tempMusic += delta * 1000 / 60; // Convert delta to milliseconds - if (_tempMusic >= MUSIC_DELAY) { - _tempMusic -= MUSIC_DELAY; - VAR(VAR_MUSIC_TIMER) += 1; - } } } |