From f8a9c41a8cae10d372814d2944d03b5a4cd70bb3 Mon Sep 17 00:00:00 2001 From: Filippos Karapetis Date: Thu, 6 Sep 2007 08:35:08 +0000 Subject: Simplified the check for the uncompressed sound data in patch files p2_a.iaf/p2_a.voc in ITE, when compressed sound files are used svn-id: r28864 --- engines/saga/sndres.cpp | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/engines/saga/sndres.cpp b/engines/saga/sndres.cpp index 0903a818b7..20ec015de4 100644 --- a/engines/saga/sndres.cpp +++ b/engines/saga/sndres.cpp @@ -183,10 +183,9 @@ bool SndRes::load(ResourceContext *context, uint32 resourceId, SoundBuffer &buff } bool uncompressedSound = false; - // If a patch file exists for sound resource 4 (used in ITE intro), don't treat this sound as compressed - if (_vm->getGameType() == GType_ITE && resourceId == 4 && - (Common::File::exists("sound/p2_a.iaf") || Common::File::exists("sound/p2_a.voc") || - Common::File::exists("p2_a.iaf") || Common::File::exists("p2_a.voc"))) + // If patch data exists for sound resource 4 (used in ITE intro), don't treat this sound as compressed + // Patch data for this resource is in file p2_a.iaf or p2_a.voc + if (_vm->getGameType() == GType_ITE && resourceId == 4 && context->table[resourceId].patchData != NULL) uncompressedSound = true; // FIXME: Currently, the SFX.RES file in IHNM cannot be compressed -- cgit v1.2.3