From b19ccb9d1edcdf238727f0c3b0a731b2f00e9d3d Mon Sep 17 00:00:00 2001 From: Filippos Karapetis Date: Mon, 20 Aug 2012 03:22:56 +0300 Subject: SCI: Set the correct audio type for SCI1.1 sound effects, fixing bug #3554709 Now, sound effects in SCI1.1 games will no longer be incorrectly using the speech sound volume. This avoids them being silenced in floppy games that are flagged as not having speech. Fixes bug #3554709 - "SCI: Digital SFX don't play when Override Global Audio set" --- engines/sci/sound/audio.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'engines/sci/sound/audio.cpp') diff --git a/engines/sci/sound/audio.cpp b/engines/sci/sound/audio.cpp index 123dd21894..528bb51393 100644 --- a/engines/sci/sound/audio.cpp +++ b/engines/sci/sound/audio.cpp @@ -67,7 +67,8 @@ int AudioPlayer::startAudio(uint16 module, uint32 number) { if (audioStream) { _wPlayFlag = false; - _mixer->playStream(Audio::Mixer::kSpeechSoundType, &_audioHandle, audioStream); + Audio::Mixer::SoundType soundType = (module == 65535) ? Audio::Mixer::kSFXSoundType : Audio::Mixer::kSpeechSoundType; + _mixer->playStream(soundType, &_audioHandle, audioStream); return sampleLen; } else { // Don't throw a warning in this case. getAudioStream() already has. Some games -- cgit v1.2.3