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-rw-r--r--engines/sci/engine/savegame.cpp8
-rw-r--r--engines/sci/sound/soundcmd.cpp55
-rw-r--r--engines/sci/sound/soundcmd.h3
3 files changed, 36 insertions, 30 deletions
diff --git a/engines/sci/engine/savegame.cpp b/engines/sci/engine/savegame.cpp
index e43c7097ed..c30518ab42 100644
--- a/engines/sci/engine/savegame.cpp
+++ b/engines/sci/engine/savegame.cpp
@@ -626,12 +626,8 @@ void SoundCommandParser::reconstructPlayList() {
const MusicList::iterator end = _music->getPlayListEnd();
for (MusicList::iterator i = _music->getPlayListStart(); i != end; ++i) {
- if ((*i)->resourceId && _resMan->testResource(ResourceId(kResourceTypeSound, (*i)->resourceId))) {
- (*i)->soundRes = new SoundResource((*i)->resourceId, _resMan, _soundVersion);
- _music->soundInitSnd(*i);
- } else {
- (*i)->soundRes = 0;
- }
+ initSoundResource(*i);
+
if ((*i)->status == kSoundPlaying) {
// Sync the sound object's selectors related to playing with the stored
// ones in the playlist, as they may have been invalidated when loading.
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index b723117811..a91b103214 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -37,6 +37,7 @@ SoundCommandParser::SoundCommandParser(ResourceManager *resMan, SegManager *segM
_music = new SciMusic(_soundVersion);
_music->init();
+ _bMultiMidi = ConfMan.getBool("multi_midi");
}
SoundCommandParser::~SoundCommandParser() {
@@ -63,6 +64,35 @@ int SoundCommandParser::getSoundResourceId(reg_t obj) {
return resourceId;
}
+void SoundCommandParser::initSoundResource(MusicEntry *newSound) {
+ if (newSound->resourceId && _resMan->testResource(ResourceId(kResourceTypeSound, newSound->resourceId)))
+ newSound->soundRes = new SoundResource(newSound->resourceId, _resMan, _soundVersion);
+ else
+ newSound->soundRes = 0;
+
+ // In SCI1.1 games, sound effects are started from here. If we can find
+ // a relevant audio resource, play it, otherwise switch to synthesized
+ // effects. If the resource exists, play it using map 65535 (sound
+ // effects map)
+ bool checkAudioResource = getSciVersion() >= SCI_VERSION_1_1;
+ if (g_sci->getGameId() == GID_HOYLE4)
+ checkAudioResource = false; // hoyle 4 has garbled audio resources in place of the sound resources
+ // if we play those, we will only make the user deaf and break speakers. Sierra SCI doesn't play anything
+ // on soundblaster. FIXME: check, why this is
+
+ if (checkAudioResource && _resMan->testResource(ResourceId(kResourceTypeAudio, newSound->resourceId))) {
+ // Found a relevant audio resource, create an audio stream
+ if (_bMultiMidi || !newSound->soundRes) {
+ int sampleLen;
+ newSound->pStreamAud = _audio->getAudioStream(newSound->resourceId, 65535, &sampleLen);
+ newSound->soundType = Audio::Mixer::kSpeechSoundType;
+ }
+ }
+
+ if (!newSound->pStreamAud && newSound->soundRes)
+ _music->soundInitSnd(newSound);
+}
+
void SoundCommandParser::processInitSound(reg_t obj) {
int resourceId = getSoundResourceId(obj);
@@ -73,11 +103,6 @@ void SoundCommandParser::processInitSound(reg_t obj) {
MusicEntry *newSound = new MusicEntry();
newSound->resourceId = resourceId;
- if (resourceId && _resMan->testResource(ResourceId(kResourceTypeSound, resourceId)))
- newSound->soundRes = new SoundResource(resourceId, _resMan, _soundVersion);
- else
- newSound->soundRes = 0;
-
newSound->soundObj = obj;
newSound->loop = readSelectorValue(_segMan, obj, SELECTOR(loop));
newSound->priority = readSelectorValue(_segMan, obj, SELECTOR(pri)) & 0xFF;
@@ -88,25 +113,7 @@ void SoundCommandParser::processInitSound(reg_t obj) {
debugC(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
- // effects. If the resource exists, play it using map 65535 (sound
- // effects map)
- bool checkAudioResource = getSciVersion() >= SCI_VERSION_1_1;
- if (g_sci->getGameId() == GID_HOYLE4)
- checkAudioResource = false; // hoyle 4 has garbled audio resources in place of the sound resources
- // if we play those, we will only make the user deaf and break speakers. Sierra SCI doesn't play anything
- // on soundblaster. FIXME: check, why this is
-
- if (checkAudioResource && _resMan->testResource(ResourceId(kResourceTypeAudio, resourceId))) {
- // Found a relevant audio resource, play it
- int sampleLen;
- newSound->pStreamAud = _audio->getAudioStream(resourceId, 65535, &sampleLen);
- newSound->soundType = Audio::Mixer::kSpeechSoundType;
- } else {
- if (newSound->soundRes)
- _music->soundInitSnd(newSound);
- }
+ initSoundResource(newSound);
_music->pushBackSlot(newSound);
diff --git a/engines/sci/sound/soundcmd.h b/engines/sci/sound/soundcmd.h
index 7f6e2a0fe8..c1dce014d2 100644
--- a/engines/sci/sound/soundcmd.h
+++ b/engines/sci/sound/soundcmd.h
@@ -32,6 +32,7 @@ namespace Sci {
class Console;
class SciMusic;
class SoundCommandParser;
+class MusicEntry;
//typedef void (SoundCommandParser::*SoundCommand)(reg_t obj, int16 value);
//struct MusicEntryCommand {
@@ -64,6 +65,7 @@ public:
void processPlaySound(reg_t obj);
void processStopSound(reg_t obj, bool sampleFinishedPlaying);
+ void initSoundResource(MusicEntry *newSound);
MusicType getMusicType() const;
@@ -109,6 +111,7 @@ private:
SciMusic *_music;
AudioPlayer *_audio;
SciVersion _soundVersion;
+ bool _bMultiMidi;
void processInitSound(reg_t obj);
void processDisposeSound(reg_t obj);