From 48d07612864ef5ff8414a31a9d359bb7c977b691 Mon Sep 17 00:00:00 2001 From: Torbjörn Andersson Date: Tue, 16 Sep 2003 07:11:29 +0000 Subject: Some cleanup. More to follow, I hope. svn-id: r10263 --- sword2/driver/d_sound.cpp | 260 +++++++++++++++++++++++----------------------- 1 file changed, 132 insertions(+), 128 deletions(-) (limited to 'sword2') diff --git a/sword2/driver/d_sound.cpp b/sword2/driver/d_sound.cpp index 796f6db2f1..ee0fd3abc0 100644 --- a/sword2/driver/d_sound.cpp +++ b/sword2/driver/d_sound.cpp @@ -160,11 +160,9 @@ #include "sound/mixer.h" // Decompression macros -#define MakeCompressedByte(shift, sign, amplitude) (((shift) << 4) + ((sign) << 3) + (amplitude)) -#define GetCompressedShift(byte) ((byte) >> 4) -#define GetCompressedSign(byte) (((byte) >> 3) & 1) -#define GetCompressedAmplitude(byte) ((byte) & 7) -#define GetdAPower(dA, power) for (power = 15; power > 0 && !((dA) & (1 << power)); power--) +#define GetCompressedShift(byte) ((byte) >> 4) +#define GetCompressedSign(byte) (((byte) >> 3) & 1) +#define GetCompressedAmplitude(byte) ((byte) & 7) int32 panTable[33] = { -127, -119, -111, -103, -95, -87, -79, -71, -63, -55, -47, -39, -31, -23, -15, -7, @@ -203,6 +201,7 @@ int32 musicVolTable[17] = { -200, -100, -50, 0 }; */ + void sword2_sound_handler(void *refCon) { Sword2Sound *sound = (Sword2Sound *)refCon; sound->FxServer(); @@ -260,8 +259,10 @@ Sword2Sound::~Sword2Sound() { // This function reverse the pan table, thus reversing the stereo. // -------------------------------------------------------------------------- +// FIXME: We could probably use the FLAG_REVERSE_STEREO mixer flag here. + int32 Sword2Sound::ReverseStereo(void) { - int i,j; + int i, j; for (i = 0; i < 16; i++) { j = panTable[i]; @@ -269,12 +270,13 @@ int32 Sword2Sound::ReverseStereo(void) { panTable[32 - i] = j; } - return (RD_OK); + return RD_OK; } -// -------------------------------------------------------------------------- -// This function returns the index of the sound effect with the ID passed in. -// -------------------------------------------------------------------------- +// -------------------------------------------------------------------------- +// This function returns the index of the sound effect with the ID passed in. +// -------------------------------------------------------------------------- + int32 Sword2Sound::GetFxIndex(int32 id) { int32 i = 0; @@ -284,7 +286,7 @@ int32 Sword2Sound::GetFxIndex(int32 id) { i++; } - return(i); + return i; } int32 Sword2Sound::IsFxOpen(int32 id) { @@ -302,11 +304,12 @@ int32 Sword2Sound::IsFxOpen(int32 id) { return 0; } -// -------------------------------------------------------------------------- -// This function checks the status of all current sound effects, and clears -// out the ones which are no longer required in a buffer. It is called on -// a slow timer from rdwin.c -// -------------------------------------------------------------------------- +// -------------------------------------------------------------------------- +// This function checks the status of all current sound effects, and clears +// out the ones which are no longer required in a buffer. It is called by +// a separate thread. +// -------------------------------------------------------------------------- + void Sword2Sound::FxServer(void) { StackLock lock(_mutex); @@ -365,64 +368,61 @@ void Sword2Sound::FxServer(void) { } int32 Sword2Sound::AmISpeaking() { - if ((!speechMuted) && (!speechPaused) && (soundHandleSpeech != 0)) { - return (RDSE_SPEAKING); - } - return (RDSE_QUIET); + if (!speechMuted && !speechPaused && soundHandleSpeech != 0) + return RDSE_SPEAKING; + + return RDSE_QUIET; } int32 Sword2Sound::GetCompSpeechSize(const char *filename, uint32 speechid) { - int32 i; - uint32 speechIndex[2]; - File fp; + uint32 speechIndex[2]; + File fp; - // Open the speech cluster and find the data offset & size + // Open the speech cluster and find the data offset & size fp.open(filename, g_engine->getGameDataPath()); if (fp.isOpen() == false) - return(0); + return 0; fp.seek((++speechid) * 8, SEEK_SET); if (fp.read(speechIndex, sizeof(uint32) * 2) != (sizeof(uint32) * 2)) { fp.close(); - return (0); + return 0; } + + fp.close(); + #ifdef SCUMM_BIG_ENDIAN speechIndex[0] = SWAP_BYTES_32(speechIndex[0]); speechIndex[1] = SWAP_BYTES_32(speechIndex[1]); #endif - if (!speechIndex[0] || !speechIndex[1]) { - fp.close(); - return (0); - } - - fp.close(); + if (!speechIndex[0] || !speechIndex[1]) + return 0; - i = (speechIndex[1] - 1) * 2 + sizeof(_wavHeader) + 8; - - return(i); + return (speechIndex[1] - 1) * 2 + sizeof(_wavHeader) + 8; } int32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uint8 *waveMem) { - uint32 i; - uint16 *data16; - uint8 *data8; - uint32 speechIndex[2]; - _wavHeader *pwf = (_wavHeader *) waveMem; - File fp; - - // Open the speech cluster and find the data offset & size + uint32 i; + uint16 *data16; + uint8 *data8; + uint32 speechIndex[2]; + _wavHeader *pwf = (_wavHeader *) waveMem; + File fp; + + // Open the speech cluster and find the data offset & size fp.open(filename, g_engine->getGameDataPath()); if (fp.isOpen() == false) - return(RDERR_INVALIDFILENAME); + return RDERR_INVALIDFILENAME; fp.seek((++speechid) * 8, SEEK_SET); if (fp.read(speechIndex, sizeof(uint32) * 2) != (sizeof(uint32) * 2)) { fp.close(); - return (RDERR_READERROR); + return RDERR_READERROR; } + #ifdef SCUMM_BIG_ENDIAN speechIndex[0] = SWAP_BYTES_32(speechIndex[0]); speechIndex[1] = SWAP_BYTES_32(speechIndex[1]); @@ -430,10 +430,10 @@ int32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uin if (!speechIndex[0] || !speechIndex[1]) { fp.close(); - return (RDERR_INVALIDID); + return RDERR_INVALIDID; } - data16 = (uint16*)(waveMem + sizeof(_wavHeader)); + data16 = (uint16 *) (waveMem + sizeof(_wavHeader)); memset(pwf, 0, sizeof(_wavHeader)); @@ -441,39 +441,40 @@ int32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uin pwf->wavID = MKID('WAVE'); pwf->format = MKID('fmt '); - pwf->formatLen = TO_LE_32(0x00000010); - pwf->formatTag = TO_LE_16(0x0001); - pwf->channels = TO_LE_16(0x0001); - pwf->samplesPerSec = TO_LE_16(0x5622); + pwf->formatLen = TO_LE_32(0x00000010); + pwf->formatTag = TO_LE_16(0x0001); + pwf->channels = TO_LE_16(0x0001); + pwf->samplesPerSec = TO_LE_16(0x5622); pwf->avgBytesPerSec = TO_LE_16(0x0000); - pwf->blockAlign = TO_LE_16(0xAC44); - pwf->unknown1 = TO_LE_16(0x0000); - pwf->unknown2 = TO_LE_16(0x0002); - pwf->bitsPerSample = TO_LE_16(0x0010); + pwf->blockAlign = TO_LE_16(0xAC44); + pwf->unknown1 = TO_LE_16(0x0000); + pwf->unknown2 = TO_LE_16(0x0002); + pwf->bitsPerSample = TO_LE_16(0x0010); - *((uint32*)data16) = MKID('data'); + *((uint32 *) data16) = MKID('data'); data16 += 2; - *((uint32*)data16) = TO_LE_32((speechIndex[1] - 1) * 2); + *((uint32 *) data16) = TO_LE_32((speechIndex[1] - 1) * 2); data16 += 2; pwf->fileLength = (speechIndex[1] - 1) * 2 + sizeof(_wavHeader) + 8; // Calculate position in buffer to load compressed sound into - data8 = (uint8*)data16 + (speechIndex[1]-1); + data8 = (uint8 *) data16 + (speechIndex[1] - 1); fp.seek(speechIndex[0], SEEK_SET); if (fp.read(data8, speechIndex[1]) != speechIndex[1]) { fp.close(); - return (RDERR_INVALIDID); + return RDERR_INVALIDID; } fp.close(); - data16[0] = READ_LE_UINT16(data8); // Starting Value + // Starting Value + data16[0] = READ_LE_UINT16(data8); for (i = 1; i < (speechIndex[1] - 1); i++) { if (GetCompressedSign(data8[i + 1])) @@ -482,16 +483,16 @@ int32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uin data16[i] = data16[i - 1] + (GetCompressedAmplitude(data8[i + 1]) << GetCompressedShift(data8[i + 1])); } - return(RD_OK); + return RD_OK; } int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 vol, int8 pan) { - uint32 i; - uint16 *data16; - uint8 *data8; - uint32 speechIndex[2]; - File fp; - uint32 bufferSize; + uint32 i; + uint16 *data16; + uint8 *data8; + uint32 speechIndex[2]; + File fp; + uint32 bufferSize; if (!speechMuted) { if (GetSpeechStatus() == RDERR_SPEECHPLAYING) @@ -500,14 +501,15 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v // Open the speech cluster and find the data offset & size fp.open(filename, g_engine->getGameDataPath()); if (fp.isOpen() == false) - return(RDERR_INVALIDFILENAME); + return RDERR_INVALIDFILENAME; fp.seek((++speechid) * 8, SEEK_SET); if (fp.read(speechIndex, sizeof(uint32) * 2) != (sizeof(uint32) * 2)) { fp.close(); - return (RDERR_READERROR); + return RDERR_READERROR; } + #ifdef SCUMM_BIG_ENDIAN speechIndex[0] = SWAP_BYTES_32(speechIndex[0]); speechIndex[1] = SWAP_BYTES_32(speechIndex[1]); @@ -515,13 +517,13 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v if (speechIndex[0] == 0 || speechIndex[1] == 0) { fp.close(); - return (RDERR_INVALIDID); + return RDERR_INVALIDID; } bufferSize = (speechIndex[1] - 1) * 2; // Create tempory buffer for compressed speech - if ((data8 = (uint8 *)malloc(speechIndex[1])) == NULL) { + if ((data8 = (uint8 *) malloc(speechIndex[1])) == NULL) { fp.close(); return(RDERR_OUTOFMEMORY); } @@ -531,15 +533,16 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v if (fp.read(data8, speechIndex[1]) != speechIndex[1]) { fp.close(); free(data8); - return (RDERR_INVALIDID); + return RDERR_INVALIDID; } fp.close(); // Decompress data into speech buffer. - data16 = (uint16*)malloc(bufferSize); + data16 = (uint16 *) malloc(bufferSize); - data16[0] = READ_LE_UINT16(data8); // Starting Value + // Starting Value + data16[0] = READ_LE_UINT16(data8); for (i = 1; i < bufferSize / 2; i++) { if (GetCompressedSign(data8[i + 1])) @@ -563,11 +566,11 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v // Start the speech playing speechPaused = 1; - uint32 flags = SoundMixer::FLAG_16BITS; - flags |= SoundMixer::FLAG_AUTOFREE; + uint32 flags = SoundMixer::FLAG_16BITS | SoundMixer::FLAG_AUTOFREE; #ifndef SCUMM_BIG_ENDIAN - // Until the mixer supports LE samples natively, we need to convert our LE ones to BE + // Until the mixer supports LE samples natively, we need to + // convert our LE ones to BE for (uint j = 0; j < (bufferSize / 2); j++) data16[j] = SWAP_BYTES_16(data16[j]); #endif @@ -578,38 +581,38 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v } DipMusic(); - return (RD_OK); + return RD_OK; } int32 Sword2Sound::StopSpeechSword2(void) { if (!soundOn) - return(RD_OK); + return RD_OK; if (speechStatus) { g_engine->_mixer->stopHandle(soundHandleSpeech); speechStatus = 0; - return(RD_OK); + return RD_OK; } - return(RDERR_SPEECHNOTPLAYING); + return RDERR_SPEECHNOTPLAYING; } int32 Sword2Sound::GetSpeechStatus(void) { - if ((!soundOn) || (!speechStatus)) - return(RDSE_SAMPLEFINISHED); + if (!soundOn || !speechStatus) + return RDSE_SAMPLEFINISHED; if (speechPaused) - return(RDSE_SAMPLEPLAYING); + return RDSE_SAMPLEPLAYING; if (!soundHandleSpeech) { speechStatus = 0; - return(RDSE_SAMPLEFINISHED); + return RDSE_SAMPLEFINISHED; } - return(RDSE_SAMPLEPLAYING); + return RDSE_SAMPLEPLAYING; } void Sword2Sound::SetSpeechVolume(uint8 volume) { speechVol = volume; - if ((soundHandleSpeech != 0) && !speechMuted && GetSpeechStatus() == RDSE_SAMPLEPLAYING) { + if (soundHandleSpeech != 0 && !speechMuted && GetSpeechStatus() == RDSE_SAMPLEPLAYING) { g_engine->_mixer->setChannelVolume(soundHandleSpeech, 16 * speechVol); } } @@ -639,7 +642,7 @@ int32 Sword2Sound::PauseSpeech(void) { speechPaused = 1; g_engine->_mixer->pauseHandle(soundHandleSpeech, true); } - return(RD_OK); + return RD_OK; } int32 Sword2Sound::UnpauseSpeech(void) { @@ -647,25 +650,25 @@ int32 Sword2Sound::UnpauseSpeech(void) { speechPaused = 0; g_engine->_mixer->pauseHandle(soundHandleSpeech, false); } - return(RD_OK); + return RD_OK; } int32 Sword2Sound::OpenFx(int32 id, uint8 *data) { - int32 i, fxi; - uint32 *data32 = NULL; - _wavHeader *wav; + int32 i, fxi; + uint32 *data32 = NULL; + _wavHeader *wav; wav = (_wavHeader *) data; if (soundOn) { // Check for a valid id. if (id == 0) - return(RDERR_INVALIDID); + return RDERR_INVALIDID; // Check that the fx is not already open for (i = 0; i < MAXFX; i++) { if (fxId[i] == id) - return(RDERR_FXALREADYOPEN); + return RDERR_FXALREADYOPEN; } // Now choose a free slot for the fx @@ -697,10 +700,10 @@ int32 Sword2Sound::OpenFx(int32 id, uint8 *data) { // Still no dice? I give up! if (fxi == MAXFX) - return(RDERR_NOFREEBUFFERS); + return RDERR_NOFREEBUFFERS; } - // Set the sample size - search for the size of the data. + // Set the sample size - search for the size of the data. i = 0; while (i < 100) { if (*data == 'd') { @@ -712,28 +715,29 @@ int32 Sword2Sound::OpenFx(int32 id, uint8 *data) { data++; } if (!data32) - return(RDERR_INVALIDWAV); + return RDERR_INVALIDWAV; bufferSizeFx[fxi] = READ_LE_UINT32(data32 + 1); - // Fill the speech buffer with data + // Fill the speech buffer with data if (bufferFx[fxi] != NULL) free(bufferFx[fxi]); - bufferFx[fxi] = (uint16*)malloc(bufferSizeFx[fxi]); - memcpy(bufferFx[fxi], (uint8 *)(data32 + 2), bufferSizeFx[fxi]); + bufferFx[fxi] = (uint16 *) malloc(bufferSizeFx[fxi]); + memcpy(bufferFx[fxi], (uint8 *) (data32 + 2), bufferSizeFx[fxi]); flagsFx[fxi] = SoundMixer::FLAG_16BITS; if (FROM_LE_16(wav->channels) == 2) flagsFx[fxi] |= SoundMixer::FLAG_STEREO; fxRate[fxi] = FROM_LE_16(wav->samplesPerSec); - // Until the mixer supports LE samples natively, we need to convert our LE ones to BE + // Until the mixer supports LE samples natively, we need to + // convert our LE ones to BE for (int32 j = 0; j < (bufferSizeFx[fxi] / 2); j++) bufferFx[fxi][j] = SWAP_BYTES_16(bufferFx[fxi][j]); fxId[fxi] = id; } - return(RD_OK); + return RD_OK; } int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type) { @@ -752,12 +756,12 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type i = GetFxIndex(id); if (i == MAXFX) { warning("PlayFx(%d, %d, %d, %d) - Not open", id, vol, pan, type); - return(RDERR_FXNOTOPEN); + return RDERR_FXNOTOPEN; } flagsFx[i] &= ~SoundMixer::FLAG_LOOP; byte volume; - // Start the sound effect playing + // Start the sound effect playing if (musicMuted) { volume = 0; } else { @@ -768,7 +772,7 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type i = GetFxIndex(id); if (i == MAXFX) { warning("PlayFx(%d, %d, %d, %d) - Not open", id, vol, pan, type); - return(RDERR_FXNOTOPEN); + return RDERR_FXNOTOPEN; } if (loop == 1) flagsFx[i] |= SoundMixer::FLAG_LOOP; @@ -779,7 +783,7 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type byte volume; int8 p; - // Start the sound effect playing + // Start the sound effect playing if (fxMuted) { volume = 0; } else { @@ -813,13 +817,13 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type } else { hr = OpenFx(id, data); if (hr != RD_OK) { - return(hr); + return hr; } i = GetFxIndex(id); if (i == MAXFX) { warning("PlayFx(%d, %d, %d, %d) - Not found", id, vol, pan, type); - return(RDERR_FXFUCKED); + return RDERR_FXFUCKED; } if (loop == 1) flagsFx[i] |= SoundMixer::FLAG_LOOP; @@ -829,7 +833,7 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type byte volume; int8 p; - // Start the sound effect playing + // Start the sound effect playing if (fxMuted) { volume = 0; } else { @@ -840,7 +844,7 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type } } } - return(RD_OK); + return RD_OK; } int32 Sword2Sound::SetFxVolumePan(int32 id, uint8 vol, int8 pan) { @@ -876,7 +880,7 @@ int32 Sword2Sound::ClearAllFx(void) { i = 0; while (i < MAXFX) { - if ((fxId[i]) && (fxId[i] != (int32) 0xfffffffe) && (fxId[i] != (int32) 0xffffffff)) { + if (fxId[i] && fxId[i] != (int32) 0xfffffffe && fxId[i] != (int32) 0xffffffff) { g_engine->_mixer->stopHandle(soundHandleFx[i]); fxId[i] = 0; fxiPaused[i] = 0; @@ -889,14 +893,14 @@ int32 Sword2Sound::ClearAllFx(void) { } i++; } - return(RD_OK); + return RD_OK; } int32 Sword2Sound::CloseFx(int32 id) { int i; if (!soundOn) - return(RD_OK); + return RD_OK; i = GetFxIndex(id); if (i < MAXFX) { @@ -910,7 +914,7 @@ int32 Sword2Sound::CloseFx(int32 id) { bufferSizeFx[i] = 0; flagsFx[i] = 0; } - return(RD_OK); + return RD_OK; } int32 Sword2Sound::PauseFx(void) { @@ -927,7 +931,7 @@ int32 Sword2Sound::PauseFx(void) { } fxPaused = 1; } - return (RD_OK); + return RD_OK; } int32 Sword2Sound::PauseFxForSequence(void) { @@ -935,7 +939,7 @@ int32 Sword2Sound::PauseFxForSequence(void) { if (!fxPaused) { for (i = 0; i_mixer->pauseHandle(soundHandleFx[i], true); fxiPaused[i] = 1; } else { @@ -944,7 +948,7 @@ int32 Sword2Sound::PauseFxForSequence(void) { } fxPaused = 1; } - return (RD_OK); + return RD_OK; } int32 Sword2Sound::UnpauseFx(void) { @@ -958,7 +962,7 @@ int32 Sword2Sound::UnpauseFx(void) { } fxPaused = 0; } - return (RD_OK); + return RD_OK; } uint8 Sword2Sound::GetFxVolume() { @@ -995,7 +999,7 @@ void Sword2Sound::MuteFx(uint8 mute) { } uint8 Sword2Sound::IsFxMute(void) { - return (fxMuted); + return fxMuted; } int32 Sword2Sound::StreamCompMusic(const char *filename, uint32 musicId, int32 looping) { @@ -1075,7 +1079,7 @@ int32 Sword2Sound::StreamCompMusicFromLock(const char *filename, uint32 musicId, musEnd[primaryStream] += musFilePos[primaryStream]; // Create a temporary buffer - data8 = (uint8*) malloc(bufferSizeMusic / 2); + data8 = (uint8 *) malloc(bufferSizeMusic / 2); if (!data8) { return RDERR_OUTOFMEMORY; } @@ -1222,7 +1226,7 @@ void Sword2Sound::UpdateCompSampleStreaming(void) { fade = 0; if (len > 0) { - data8 = (uint8*) malloc(len / 2); + data8 = (uint8 *) malloc(len / 2); // Allocate a compressed data buffer if (data8 == NULL) { g_engine->_mixer->stopHandle(soundHandleMusic[i]); @@ -1237,7 +1241,7 @@ void Sword2Sound::UpdateCompSampleStreaming(void) { fpMus.seek(musFilePos[i], SEEK_SET); // Read the compressed data in to the buffer - if ((int32) fpMus.read(data8, len / 2) != (len / 2)) { + if ((int32) fpMus.read(data8, len / 2) != len / 2) { g_engine->_mixer->stopHandle(soundHandleMusic[i]); free(data8); musStreaming[i] = 0; @@ -1251,7 +1255,7 @@ void Sword2Sound::UpdateCompSampleStreaming(void) { musFilePos[i] = fpMus.pos(); // decompress the music into the music buffer. - data16 = (uint16*) malloc(len); + data16 = (uint16 *) malloc(len); // Decompress the first byte using the last // decompressed sample @@ -1262,7 +1266,7 @@ void Sword2Sound::UpdateCompSampleStreaming(void) { j = 1; - while (j < (uint32)len / 2) { + while (j < (uint32) len / 2) { if (GetCompressedSign(data8[j])) data16[j] = data16[j - 1] - (GetCompressedAmplitude(data8[j]) << GetCompressedShift(data8[j])); else @@ -1275,7 +1279,7 @@ void Sword2Sound::UpdateCompSampleStreaming(void) { #ifndef SCUMM_BIG_ENDIAN // Until the mixer supports LE samples natively, we // need to convert our LE ones to BE - for (int32 y = 0; y < (len / 2); y++) + for (int32 y = 0; y < len / 2; y++) data16[y] = SWAP_BYTES_16(data16[y]); #endif @@ -1433,7 +1437,7 @@ int32 Sword2Sound::PauseMusic(void) { } } } - return(RD_OK); + return RD_OK; } int32 Sword2Sound::UnpauseMusic(void) { @@ -1449,7 +1453,7 @@ int32 Sword2Sound::UnpauseMusic(void) { } } } - return(RD_OK); + return RD_OK; } void Sword2Sound::SetMusicVolume(uint8 volume) { @@ -1493,5 +1497,5 @@ void Sword2Sound::MuteMusic(uint8 mute) { } uint8 Sword2Sound::IsMusicMute(void) { - return (musicMuted); + return musicMuted; } -- cgit v1.2.3