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Diffstat (limited to 'engines/scumm/scumm.cpp')
-rw-r--r--engines/scumm/scumm.cpp36
1 files changed, 23 insertions, 13 deletions
diff --git a/engines/scumm/scumm.cpp b/engines/scumm/scumm.cpp
index 2a14673855..cc8665e450 100644
--- a/engines/scumm/scumm.cpp
+++ b/engines/scumm/scumm.cpp
@@ -45,25 +45,26 @@
#include "scumm/imuse_digi/dimuse.h"
#include "scumm/smush/smush_mixer.h"
#include "scumm/smush/smush_player.h"
-#include "scumm/player_towns.h"
+#include "scumm/players/player_towns.h"
#include "scumm/insane/insane.h"
#include "scumm/he/animation_he.h"
#include "scumm/he/intern_he.h"
#include "scumm/he/logic_he.h"
#include "scumm/he/sound_he.h"
#include "scumm/object.h"
-#include "scumm/player_nes.h"
-#include "scumm/player_sid.h"
-#include "scumm/player_pce.h"
-#include "scumm/player_apple2.h"
-#include "scumm/player_v1.h"
-#include "scumm/player_v2.h"
-#include "scumm/player_v2cms.h"
-#include "scumm/player_v2a.h"
-#include "scumm/player_v3a.h"
-#include "scumm/player_v3m.h"
-#include "scumm/player_v4a.h"
-#include "scumm/player_v5m.h"
+#include "scumm/players/player_ad.h"
+#include "scumm/players/player_nes.h"
+#include "scumm/players/player_sid.h"
+#include "scumm/players/player_pce.h"
+#include "scumm/players/player_apple2.h"
+#include "scumm/players/player_v1.h"
+#include "scumm/players/player_v2.h"
+#include "scumm/players/player_v2cms.h"
+#include "scumm/players/player_v2a.h"
+#include "scumm/players/player_v3a.h"
+#include "scumm/players/player_v3m.h"
+#include "scumm/players/player_v4a.h"
+#include "scumm/players/player_v5m.h"
#include "scumm/resource.h"
#include "scumm/he/resource_he.h"
#include "scumm/scumm_v0.h"
@@ -1841,6 +1842,15 @@ void ScummEngine::setupMusic(int midi) {
_musicEngine = _townsPlayer = new Player_Towns_v1(this, _mixer);
if (!_townsPlayer->init())
error("Failed to initialize FM-Towns audio driver");
+ } else if (_game.platform == Common::kPlatformDOS && (_sound->_musicType == MDT_ADLIB) && (_game.id == GID_LOOM || _game.id == GID_INDY3)) {
+ // For Indy3 DOS and Loom DOS we use an implementation of the original
+ // AD player when AdLib is selected. This fixes sound effects in those
+ // games (see for example bug #2027877 "INDY3: Non-Looping Sound
+ // Effects"). The player itself is also used in Monkey Island DOS
+ // EGA/VGA. However, we support multi MIDI for that game and we cannot
+ // support this with the Player_AD code at the moment. The reason here
+ // is that multi MIDI is supported internally by our iMuse output.
+ _musicEngine = new Player_AD(this, _mixer);
} else if (_game.version >= 3 && _game.heversion <= 62) {
MidiDriver *nativeMidiDriver = 0;
MidiDriver *adlibMidiDriver = 0;