[Scummvm-cvs-logs] CVS: scummvm/sky intro.cpp,1.41,1.42 sound.cpp,1.42,1.43 sound.h,1.21,1.22

Max Horn fingolfin at users.sourceforge.net
Tue Dec 23 16:26:02 CET 2003


Update of /cvsroot/scummvm/scummvm/sky
In directory sc8-pr-cvs1:/tmp/cvs-serv23172/sky

Modified Files:
	intro.cpp sound.cpp sound.h 
Log Message:
turned PlayingSoundHandle into an 'opaque' (well not really :-) data type, mainly because people kept (accidentally and sometimes on purpose :-) misusing them

Index: intro.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sky/intro.cpp,v
retrieving revision 1.41
retrieving revision 1.42
diff -u -d -r1.41 -r1.42
--- intro.cpp	8 Nov 2003 20:27:26 -0000	1.41
+++ intro.cpp	24 Dec 2003 00:25:17 -0000	1.42
@@ -728,7 +728,7 @@
 				SoundMixer::FLAG_AUTOFREE | SoundMixer::FLAG_UNSIGNED, SOUND_VOICE);
 		return true;
 	case WAITVOICE:
-		while (_voice)
+		while (_voice.isActive())
 			if (!escDelay(50))
 				return false;
 		return true;

Index: sound.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sky/sound.cpp,v
retrieving revision 1.42
retrieving revision 1.43
diff -u -d -r1.42 -r1.43
--- sound.cpp	21 Dec 2003 00:41:59 -0000	1.42
+++ sound.cpp	24 Dec 2003 00:25:17 -0000	1.43
@@ -1019,11 +1019,6 @@
 	_skyDisk = pDisk;
 	_soundData = NULL;
 	_mixer = mixer;
-	_voiceHandle = 0;
-	_effectHandle = 0;
-	_bgSoundHandle = 0;
-	_ingameSpeech = 0;
-	_ingameSound0 = _ingameSound1 = 0;
 	_saveSounds[0] = _saveSounds[1] = 0xFFFF;
 	_mainSfxVolume = pVolume;
 }

Index: sound.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sky/sound.h,v
retrieving revision 1.21
retrieving revision 1.22
diff -u -d -r1.21 -r1.22
--- sound.h	21 Dec 2003 00:00:19 -0000	1.21
+++ sound.h	24 Dec 2003 00:25:17 -0000	1.22
@@ -67,7 +67,7 @@
 	void playSound(uint16 sound, uint16 volume, uint8 channel);
 	void fnStartFx(uint32 sound, uint8 channel);
 	bool startSpeech(uint16 textNum);
-	bool speechFinished(void) { return _ingameSpeech == 0; };
+	bool speechFinished(void) { return !_ingameSpeech.isActive(); };
 	void fnPauseFx(void);
 	void fnUnPauseFx(void);
 	void fnStopFx(void);





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