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 4eb1446966..69ca312e21 100644 --- a/sword2/anims.cpp +++ b/sword2/anims.cpp @@ -582,12 +582,12 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97) File fp; sprintf(speechFile, "speech%d.clu", res_man.WhichCd()); - if (fp.open(speechFile, g_sword2->getGameDataPath())) + if (fp.open(speechFile)) fp.close(); else strcpy(speechFile, "speech.clu"); - wavSize = g_sword2->_sound->GetCompSpeechSize(speechFile, wavId); // returns size of decompressed wav, or 0 if wav not found + wavSize = g_sound->GetCompSpeechSize(speechFile, wavId); // returns size of decompressed wav, or 0 if wav not found if (wavSize) // if we've got the wav { // allocate memory for speech buffer @@ -595,7 +595,7 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97) if (sequence_text_list[line].speech_mem) // if mem allocated ok (should be fine, but worth checking) { - if (g_sword2->_sound->PreFetchCompSpeech(speechFile, wavId, sequence_text_list[line].speech_mem->ad) == RD_OK) // Load speech & decompress to our buffer + if (g_sound->PreFetchCompSpeech(speechFile, wavId, sequence_text_list[line].speech_mem->ad) == RD_OK) // Load speech & decompress to our buffer { Float_mem (sequence_text_list[line].speech_mem); // now float this buffer so we can make space for the next text sprites and/or speech samples speechRunning=1; // ok, we've got speech! @@ -708,7 +708,7 @@ int32 FN_smacker_lead_in(int32 *params) // James(21july97) //----------------------------------------- leadIn += sizeof(_standardHeader); - rv = g_sword2->_sound->PlayFx( 0, leadIn, 0, 0, RDSE_FXLEADIN ); // wav data gets copied to sound memory + rv = g_sound->PlayFx( 0, leadIn, 0, 0, RDSE_FXLEADIN ); // wav data gets copied to sound memory //----------------------------------------- #ifdef _SWORD2_DEBUG @@ -826,7 +826,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) // play the smacker FN_stop_music(NULL); // don't want to carry on streaming game music when smacker starts! - g_sword2->_sound->PauseFxForSequence(); // pause sfx during sequence, except the one used for lead-in music + g_sound->PauseFxForSequence(); // pause sfx during sequence, except the one used for lead-in music if (sequenceTextLines && g_sword2->_gameId == GID_SWORD2) // if we have some text to accompany this sequence rv = PlaySmacker(filename, sequenceSpeechArray, leadOut); @@ -842,7 +842,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) } */ - g_sword2->_sound->UnpauseFx(); // unpause sound fx again, in case we're staying in same location + g_sound->UnpauseFx(); // unpause sound fx again, in case we're staying in same location //-------------------------------------- // close the lead-out music resource |