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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 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