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-rw-r--r--engines/scumm/he/sound_he.cpp1
-rw-r--r--engines/scumm/saveload.cpp9
-rw-r--r--engines/scumm/scumm.cpp2
-rw-r--r--engines/scumm/sound.cpp11
4 files changed, 10 insertions, 13 deletions
diff --git a/engines/scumm/he/sound_he.cpp b/engines/scumm/he/sound_he.cpp
index 7bfd1de4cf..314697869c 100644
--- a/engines/scumm/he/sound_he.cpp
+++ b/engines/scumm/he/sound_he.cpp
@@ -36,7 +36,6 @@
#include "common/util.h"
#include "sound/decoders/adpcm.h"
-#include "sound/audiocd.h"
#include "sound/decoders/flac.h"
#include "sound/mididrv.h"
#include "sound/mixer.h"
diff --git a/engines/scumm/saveload.cpp b/engines/scumm/saveload.cpp
index 7362dcd8cf..c178a883c4 100644
--- a/engines/scumm/saveload.cpp
+++ b/engines/scumm/saveload.cpp
@@ -42,7 +42,6 @@
#include "scumm/he/sprite_he.h"
#include "scumm/verbs.h"
-#include "sound/audiocd.h"
#include "sound/mixer.h"
#include "graphics/thumbnail.h"
@@ -1099,7 +1098,7 @@ void ScummEngine::saveOrLoad(Serializer *s) {
// as AudioCDManager::Status::playing, and MSVC6 has
// a fit with that. This typedef simplifies the notation
// to something MSVC6 can grasp.
- typedef Audio::AudioCDManager::Status AudioCDManager_Status;
+ typedef AudioCDManager::Status AudioCDManager_Status;
const SaveLoadEntry audioCDEntries[] = {
MKLINE(AudioCDManager_Status, playing, sleUint32, VER(24)),
MKLINE(AudioCDManager_Status, track, sleInt32, VER(24)),
@@ -1371,15 +1370,15 @@ void ScummEngine::saveOrLoad(Serializer *s) {
// Save/load the Audio CD status
//
if (s->getVersion() >= VER(24)) {
- Audio::AudioCDManager::Status info;
+ AudioCDManager::Status info;
if (s->isSaving())
- info = AudioCD.getStatus();
+ info = _system->getAudioCD()->getStatus();
s->saveLoadArrayOf(&info, 1, sizeof(info), audioCDEntries);
// If we are loading, and the music being loaded was supposed to loop
// forever, then resume playing it. This helps a lot when the audio CD
// is used to provide ambient music (see bug #788195).
if (s->isLoading() && info.playing && info.numLoops < 0)
- AudioCD.play(info.track, info.numLoops, info.start, info.duration);
+ _system->getAudioCD()->play(info.track, info.numLoops, info.start, info.duration);
}
diff --git a/engines/scumm/scumm.cpp b/engines/scumm/scumm.cpp
index bb50ce7bb2..e348785884 100644
--- a/engines/scumm/scumm.cpp
+++ b/engines/scumm/scumm.cpp
@@ -1149,7 +1149,7 @@ void ScummEngine::setupScumm() {
int cd_num = ConfMan.getInt("cdrom");
if (cd_num >= 0)
- _system->openCD(cd_num);
+ _system->getAudioCD()->openCD(cd_num);
}
// Create the sound manager
diff --git a/engines/scumm/sound.cpp b/engines/scumm/sound.cpp
index 65c50aff14..1516054679 100644
--- a/engines/scumm/sound.cpp
+++ b/engines/scumm/sound.cpp
@@ -36,7 +36,6 @@
#include "scumm/util.h"
#include "sound/decoders/adpcm.h"
-#include "sound/audiocd.h"
#include "sound/decoders/flac.h"
#include "sound/mididrv.h"
#include "sound/mixer.h"
@@ -87,7 +86,7 @@ Sound::Sound(ScummEngine *parent, Audio::Mixer *mixer)
Sound::~Sound() {
stopCDTimer();
- AudioCD.stop();
+ g_system->getAudioCD()->stop();
delete _sfxFile;
}
@@ -1069,7 +1068,7 @@ void Sound::playCDTrack(int track, int numLoops, int startFrame, int duration) {
// Play it
if (!_soundsPaused)
- AudioCD.play(track, numLoops, startFrame, duration);
+ g_system->getAudioCD()->play(track, numLoops, startFrame, duration);
// Start the timer after starting the track. Starting an MP3 track is
// almost instantaneous, but a CD player may take some time. Hopefully
@@ -1078,15 +1077,15 @@ void Sound::playCDTrack(int track, int numLoops, int startFrame, int duration) {
}
void Sound::stopCD() {
- AudioCD.stop();
+ g_system->getAudioCD()->stop();
}
int Sound::pollCD() const {
- return AudioCD.isPlaying();
+ return g_system->getAudioCD()->isPlaying();
}
void Sound::updateCD() {
- AudioCD.updateCD();
+ g_system->getAudioCD()->updateCD();
}
void Sound::saveLoadWithSerializer(Serializer *ser) {