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-rw-r--r--engines/scumm/sound.cpp9
1 files changed, 6 insertions, 3 deletions
diff --git a/engines/scumm/sound.cpp b/engines/scumm/sound.cpp
index 1dc026ad52..a1cecfa0b3 100644
--- a/engines/scumm/sound.cpp
+++ b/engines/scumm/sound.cpp
@@ -248,7 +248,10 @@ void Sound::playSound(int soundID) {
_mixer->playStream(Audio::Mixer::kSFXSoundType, NULL, stream, soundID);
}
// Support for sampled sound effects in Monkey Island 1 and 2
- else if (_vm->_game.platform != Common::kPlatformFMTowns && READ_BE_UINT32(ptr) == MKTAG('S','B','L',' ')) {
+ else if (_vm->_game.platform != Common::kPlatformFMTowns
+ // The Macintosh m68k versions of MI2/Indy4 just ignore SBL effects.
+ && !_vm->isMacM68kIMuse()
+ && READ_BE_UINT32(ptr) == MKTAG('S','B','L',' ')) {
debugC(DEBUG_SOUND, "Using SBL sound effect");
// SBL resources essentially contain VOC sound data.
@@ -954,7 +957,7 @@ void Sound::setupSfxFile() {
if (file.open(tmp))
_sfxFilename = tmp;
-
+
if (_vm->_game.heversion <= 74)
_sfxFileEncByte = 0x69;
@@ -1179,7 +1182,7 @@ int ScummEngine::readSoundResource(ResId idx) {
// its sound resources, and Amiga games, which feature only ROL
// resources, since we are a doing Midi -> AdLib conversion for
// these.
- if ((_sound->_musicType == MDT_ADLIB || _sound->_musicType == MDT_TOWNS) && pri != 16
+ if ((_sound->_musicType == MDT_ADLIB || _sound->_musicType == MDT_TOWNS) && pri != 16
&& pri != 15 && pri != 10 && pri != 2 && _game.platform != Common::kPlatformAmiga)
pri = -1;