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-rw-r--r--engines/sci/sound/soundcmd.cpp13
1 files changed, 6 insertions, 7 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 3306a76605..b8be898abc 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -39,15 +39,16 @@ SoundCommandParser::SoundCommandParser(ResourceManager *resMan, SegManager *segM
#ifdef ENABLE_SFX_TYPE_SELECTION
// Check if the user wants synthesized or digital sound effects in SCI1.1
- // or later games
- _useDigitalSFX = ConfMan.getBool("multi_midi");
+ // games based on the multi_midi config setting
// In SCI2 and later games, this check should always be true - there was
// always only one version of each sound effect or digital music track
// (e.g. the menu music in GK1 - there is a sound effect with the same
// resource number, but it's totally unrelated to the menu music).
- if (getSciVersion() >= SCI_VERSION_2)
- _useDigitalSFX = true;
+ // The GK1 demo (very late SCI1.1) does the same thing
+ // TODO: Check the QFG4 demo
+
+ _useDigitalSFX = (getSciVersion() >= SCI_VERSION_2 || g_sci->getGameId() == GID_GK1 || ConfMan.getBool("multi_midi"));
#else
// Always prefer digital sound effects
_useDigitalSFX = true;
@@ -93,9 +94,7 @@ void SoundCommandParser::initSoundResource(MusicEntry *newSound) {
// effects map)
bool checkAudioResource = getSciVersion() >= SCI_VERSION_1_1;
// Hoyle 4 has garbled audio resources in place of the sound resources.
- // The demo of GK1 has no alternate sound effects.
- if ((g_sci->getGameId() == GID_HOYLE4) ||
- (g_sci->getGameId() == GID_GK1 && g_sci->isDemo()))
+ if (g_sci->getGameId() == GID_HOYLE4)
checkAudioResource = false;
if (checkAudioResource && _resMan->testResource(ResourceId(kResourceTypeAudio, newSound->resourceId))) {