From b38f773e0f01604aba7a8c2750a5c3c2b2fd4a2b Mon Sep 17 00:00:00 2001 From: Max Horn Date: Thu, 15 Jan 2004 20:39:24 +0000 Subject: fixed COMI speech behaviour svn-id: r12415 --- scumm/string.cpp | 17 ++++++++--------- 1 file changed, 8 insertions(+), 9 deletions(-) (limited to 'scumm/string.cpp') diff --git a/scumm/string.cpp b/scumm/string.cpp index 7456f23bcb..12116a02bd 100644 --- a/scumm/string.cpp +++ b/scumm/string.cpp @@ -166,13 +166,6 @@ void ScummEngine::CHARSET_1() { if (_talkDelay) return; - if ((_gameId == GID_CMI || _gameId == GID_DIG) && (_imuseDigital) - && _sound->isSoundRunning(kTalkSoundID)) { - // Keep the 'speech' flag in _sound->_sfxMode set as long as the - // sound kTalkSoundID is playing. - _sound->_sfxMode |= 2; - } - if (_haveMsg == 1) { if ((_sound->_sfxMode & 2) == 0) stopTalk(); @@ -892,8 +885,14 @@ const byte *ScummEngine::translateTextAndPlaySpeech(const byte *ptr) { // Play speech if (!(_features & GF_DEMO) && (_gameId == GID_CMI)) // CMI demo does not have .IMX for voice strcat(pointer, ".IMX"); -// _imuseDigital->stopSound(kTalkSoundID); - _imuseDigital->startVoice(kTalkSoundID, pointer); + // FIXME: This is a hack to distinguish between 'real' actor speech and + // some odd (?) other strings... there is probably a better way to do this. + // I just don't know which (yet). + if (ptr[i+1] != 0 && ptr[i+1] != 255) { + _sound->stopTalkSound(); + _imuseDigital->startVoice(kTalkSoundID, pointer); + _sound->talkSound(0, 0, 2, -1); + } ptr = _transText; } -- cgit v1.2.3