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-rw-r--r--engines/sci/sound/soundcmd.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index e4c0bd5c8a..037d86b6f5 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -73,8 +73,8 @@ void SoundCommandParser::processInitSound(reg_t obj) {
if (_soundVersion >= SCI_VERSION_1_EARLY)
newSound->volume = CLIP<int>(readSelectorValue(_segMan, obj, SELECTOR(vol)), 0, MUSIC_VOLUME_MAX);
- debugC(2, kDebugLevelSound, "kDoSound(init): number %d, loop %d, prio %d, vol %d", resourceId,
- newSound->loop, newSound->priority, newSound->volume);
+ debugC(2, kDebugLevelSound, "kDoSound(init): %04x:%04x number %d, loop %d, prio %d, vol %d", PRINT_REG(obj),
+ resourceId, newSound->loop, newSound->priority, newSound->volume);
// In SCI1.1 games, sound effects are started from here. If we can find
// a relevant audio resource, play it, otherwise switch to synthesized
@@ -142,8 +142,8 @@ void SoundCommandParser::processPlaySound(reg_t obj) {
if (_soundVersion >= SCI_VERSION_1_EARLY)
musicSlot->volume = readSelectorValue(_segMan, obj, SELECTOR(vol));
- debugC(2, kDebugLevelSound, "kDoSound(play): number %d, loop %d, prio %d, vol %d", resourceId,
- musicSlot->loop, musicSlot->priority, musicSlot->volume);
+ debugC(2, kDebugLevelSound, "kDoSound(play): %04x:%04x number %d, loop %d, prio %d, vol %d", PRINT_REG(obj),
+ resourceId, musicSlot->loop, musicSlot->priority, musicSlot->volume);
_music->soundPlay(musicSlot);
}
@@ -328,7 +328,7 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {
error("kDoSound(fade): unsupported argc %d", argc);
}
- debugC(2, kDebugLevelSound, "kDoSound(fade): to %d, step %d, ticker %d", musicSlot->fadeTo, musicSlot->fadeStep, musicSlot->fadeTickerStep);
+ debugC(2, kDebugLevelSound, "kDoSound(fade): %04x:%04x to %d, step %d, ticker %d", PRINT_REG(obj), musicSlot->fadeTo, musicSlot->fadeStep, musicSlot->fadeTickerStep);
return acc;
}