diff options
Diffstat (limited to 'sword2/anims.cpp')
-rw-r--r-- | sword2/anims.cpp | 12 |
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 |