From 546758a086eb711b7f91a2ac644f0df415d18c3e Mon Sep 17 00:00:00 2001 From: Torbjörn Andersson Date: Sat, 17 Feb 2007 08:06:21 +0000 Subject: Only set up the Kyra 1 triggers for Kyra 1, not Kyra 2. svn-id: r25650 --- engines/kyra/sound_adlib.cpp | 16 ++++++++++++---- 1 file changed, 12 insertions(+), 4 deletions(-) (limited to 'engines') diff --git a/engines/kyra/sound_adlib.cpp b/engines/kyra/sound_adlib.cpp index dc092a5a2e..307bf49efc 100644 --- a/engines/kyra/sound_adlib.cpp +++ b/engines/kyra/sound_adlib.cpp @@ -2201,8 +2201,10 @@ const uint8 AdlibDriver::_unkTables[][32] = { #pragma mark - -// At the time of writing, the only known case where Kyra 1 uses sound triggers -// is in the castle, to cycle between three different songs. +// Kyra 1 sound triggers. Most noticeably, these are used towards the end of +// the game, in the castle, to cycle between different songs. The same music is +// used in other places throughout the game, but the player is less likely to +// spend enough time there to notice. const int SoundAdlibPC::_kyra1SoundTriggers[] = { 0, 4, 5, 3 @@ -2220,8 +2222,14 @@ SoundAdlibPC::SoundAdlibPC(KyraEngine *engine, Audio::Mixer *mixer) _sfxPlayingSound = -1; _soundFileLoaded = (uint)-1; - _soundTriggers = _kyra1SoundTriggers; - _numSoundTriggers = _kyra1NumSoundTriggers; + if (_v2) { + // TODO: Figure out if Kyra 2 uses sound triggers at all. + _soundTriggers = NULL; + _numSoundTriggers = 0; + } else { + _soundTriggers = _kyra1SoundTriggers; + _numSoundTriggers = _kyra1NumSoundTriggers; + } } SoundAdlibPC::~SoundAdlibPC() { -- cgit v1.2.3