aboutsummaryrefslogtreecommitdiff
path: root/sword2/anims.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'sword2/anims.cpp')
-rw-r--r--sword2/anims.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp
index a06d3b7c20..4e4f1bef47 100644
--- a/sword2/anims.cpp
+++ b/sword2/anims.cpp
@@ -563,7 +563,7 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) {
else
strcpy(speechFile, "speech.clu");
- sequence_text_list[line].speechBufferSize = g_sound->PreFetchCompSpeech((char *) speechFile, wavId, &sequence_text_list[line].speech_mem);
+ sequence_text_list[line].speechBufferSize = g_sound->preFetchCompSpeech((char *) speechFile, wavId, &sequence_text_list[line].speech_mem);
if (sequence_text_list[line].speechBufferSize) {
// ok, we've got speech!
speechRunning = 1;
@@ -670,14 +670,14 @@ int32 FN_smacker_lead_in(int32 *params) {
leadIn += sizeof(_standardHeader);
// wav data gets copied to sound memory
- rv = g_sound->PlayFx(0, leadIn, 0, 0, RDSE_FXLEADIN);
+ rv = g_sound->playFx(0, leadIn, 0, 0, RDSE_FXLEADIN);
if (rv)
- debug(5, "SFX ERROR: PlayFx() returned %.8x", rv);
+ debug(5, "SFX ERROR: playFx() returned %.8x", rv);
res_man.close(params[0]);
- // fade out any music that is currently playing (James22july97)
+ // fade out any music that is currently playing
FN_stop_music(NULL);
// continue script
@@ -750,7 +750,7 @@ int32 FN_play_sequence(int32 *params) {
FN_stop_music(NULL);
// pause sfx during sequence, except the one used for lead-in music
- g_sound->PauseFxForSequence();
+ g_sound->pauseFxForSequence();
if (sequenceTextLines && g_sword2->_gameId == GID_SWORD2)
rv = PlaySmacker(filename, sequenceSpeechArray, leadOut);
@@ -758,7 +758,7 @@ int32 FN_play_sequence(int32 *params) {
rv = PlaySmacker(filename, NULL, leadOut);
// unpause sound fx again, in case we're staying in same location
- g_sound->UnpauseFx();
+ g_sound->unpauseFx();
// close the lead-out music resource