[Scummvm-cvs-logs] CVS: scummvm/bs2 anims.cpp,1.5,1.6 controls.cpp,1.4,1.5 function.cpp,1.3,1.4 mouse.cpp,1.5,1.6 sound.cpp,1.5,1.6 speech.cpp,1.8,1.9 startup.cpp,1.5,1.6 sword2.cpp,1.6,1.7 sword2.h,1.2,1.3
Jonathan Gray
khalek at users.sourceforge.net
Tue Jul 29 05:35:15 CEST 2003
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- Next message: [Scummvm-cvs-logs] CVS: scummvm/bs2/driver d_sound.cpp,1.4,1.5 d_sound.h,1.1,1.2 driver96.h,1.13,1.14
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Update of /cvsroot/scummvm/scummvm/bs2
In directory sc8-pr-cvs1:/tmp/cvs-serv26224
Modified Files:
anims.cpp controls.cpp function.cpp mouse.cpp sound.cpp
speech.cpp startup.cpp sword2.cpp sword2.h
Log Message:
turn d_sound.cpp into class BS2Sound
Index: anims.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/anims.cpp,v
retrieving revision 1.5
retrieving revision 1.6
diff -u -d -r1.5 -r1.6
--- anims.cpp 28 Jul 2003 11:21:25 -0000 1.5
+++ anims.cpp 29 Jul 2003 12:34:45 -0000 1.6
@@ -601,7 +601,7 @@
}
//------------------------------
- wavSize = GetCompSpeechSize(speechFile, wavId); // returns size of decompressed wav, or 0 if wav not found
+ wavSize = g_bs2->_sound->GetCompSpeechSize(speechFile, wavId); // returns size of decompressed wav, or 0 if wav not found
if (wavSize) // if we've got the wav
{
// allocate memory for speech buffer
@@ -609,7 +609,7 @@
if (sequence_text_list[line].speech_mem) // if mem allocated ok (should be fine, but worth checking)
{
- if (PreFetchCompSpeech(speechFile, wavId, sequence_text_list[line].speech_mem->ad) == RD_OK) // Load speech & decompress to our buffer
+ if (g_bs2->_sound->PreFetchCompSpeech(speechFile, wavId, sequence_text_list[line].speech_mem->ad) == RD_OK) // Load speech & decompress to our buffer
{
Float_mem (sequence_text_list[line].speech_mem); // now float this buffer so we can make space for the next text sprites and/or speech samples
speechRunning=1; // ok, we've got speech!
@@ -722,7 +722,7 @@
//-----------------------------------------
leadIn += sizeof(_standardHeader);
- rv = PlayFx( 0, leadIn, 0, 0, RDSE_FXLEADIN ); // wav data gets copied to sound memory
+ rv = g_bs2->_sound->PlayFx( 0, leadIn, 0, 0, RDSE_FXLEADIN ); // wav data gets copied to sound memory
//-----------------------------------------
#ifdef _BS2_DEBUG
@@ -840,7 +840,7 @@
// play the smacker
FN_stop_music(NULL); // don't want to carry on streaming game music when smacker starts!
- PauseFxForSequence(); // pause sfx during sequence, except the one used for lead-in music
+ g_bs2->_sound->PauseFxForSequence(); // pause sfx during sequence, except the one used for lead-in music
if (sequenceTextLines) // if we have some text to accompany this sequence
rv = PlaySmacker(filename, sequenceSpeechArray, leadOut);
@@ -857,7 +857,7 @@
}
*/
- UnpauseFx(); // unpause sound fx again, in case we're staying in same location
+ g_bs2->_sound->UnpauseFx(); // unpause sound fx again, in case we're staying in same location
//--------------------------------------
// close the lead-out music resource
Index: controls.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/controls.cpp,v
retrieving revision 1.4
retrieving revision 1.5
diff -u -d -r1.4 -r1.5
--- controls.cpp 28 Jul 2003 07:00:12 -0000 1.4
+++ controls.cpp 29 Jul 2003 12:34:45 -0000 1.5
@@ -1929,12 +1929,12 @@
fclose(fp);
- SetMusicVolume(buff[0]);
- SetSpeechVolume(buff[1]);
- SetFxVolume(buff[2]);
- MuteMusic(buff[3]);
- MuteSpeech(buff[4]);
- MuteFx(buff[5]);
+ g_bs2->_sound->SetMusicVolume(buff[0]);
+ g_bs2->_sound->SetSpeechVolume(buff[1]);
+ g_bs2->_sound->SetFxVolume(buff[2]);
+ g_bs2->_sound->MuteMusic(buff[3]);
+ g_bs2->_sound->MuteSpeech(buff[4]);
+ g_bs2->_sound->MuteFx(buff[5]);
UpdateGraphicsLevel(GetRenderType(), buff[6]); // (James13jun97)
@@ -1944,7 +1944,7 @@
pointerTextSelected = buff[8];
if (buff[9] != stereoReversed)
- ReverseStereo();
+ g_bs2->_sound->ReverseStereo();
stereoReversed = buff[9];
@@ -1956,12 +1956,12 @@
uint8 buff[10];
FILE *fp;
- buff[0] = GetMusicVolume();
- buff[1] = GetSpeechVolume();
- buff[2] = GetFxVolume();
- buff[3] = IsMusicMute();
- buff[4] = IsSpeechMute();
- buff[5] = IsFxMute();
+ buff[0] = g_bs2->_sound->GetMusicVolume();
+ buff[1] = g_bs2->_sound->GetSpeechVolume();
+ buff[2] = g_bs2->_sound->GetFxVolume();
+ buff[3] = g_bs2->_sound->IsMusicMute();
+ buff[4] = g_bs2->_sound->IsSpeechMute();
+ buff[5] = g_bs2->_sound->IsFxMute();
buff[6] = GetRenderType();
buff[7] = subtitles;
buff[8] = pointerTextSelected;
@@ -2094,9 +2094,9 @@
int title_len, subtitle_len, ok_len, cancel_len, left_align, test_len;
// slider values
- uint8 musicVolume = GetMusicVolume();
- uint8 speechVolume = GetSpeechVolume();
- uint8 fxVolume = GetFxVolume();
+ uint8 musicVolume = g_bs2->_sound->GetMusicVolume();
+ uint8 speechVolume = g_bs2->_sound->GetSpeechVolume();
+ uint8 fxVolume = g_bs2->_sound->GetFxVolume();
uint8 grfxLevel = GetRenderType();
// safe slider values for restoring on cancel
@@ -2197,9 +2197,9 @@
uint8 subtitle_state = subtitles;
uint8 stereo_state = stereoReversed;
- uint8 music_mute_state = IsMusicMute();
- uint8 speech_mute_state = IsSpeechMute();
- uint8 fx_mute_state = IsFxMute();
+ uint8 music_mute_state = g_bs2->_sound->IsMusicMute();
+ uint8 speech_mute_state = g_bs2->_sound->IsSpeechMute();
+ uint8 fx_mute_state = g_bs2->_sound->IsFxMute();
//build the button surfaces surfaces
@@ -2359,19 +2359,19 @@
}
if (!music_mute_state)
- SetMusicVolume(musicVolume);
+ g_bs2->_sound->SetMusicVolume(musicVolume);
else
- SetMusicVolume(0);
+ g_bs2->_sound->SetMusicVolume(0);
if (!fx_mute_state)
- SetFxVolume(fxVolume);
+ g_bs2->_sound->SetFxVolume(fxVolume);
else
- SetFxVolume(0);
+ g_bs2->_sound->SetFxVolume(0);
if (!speech_mute_state)
- SetSpeechVolume(speechVolume);
+ g_bs2->_sound->SetSpeechVolume(speechVolume);
else
- SetSpeechVolume(0);
+ g_bs2->_sound->SetSpeechVolume(0);
//--------------------------------------------------
// Service windows
@@ -2555,19 +2555,19 @@
{
UpdateGraphicsLevel(safe_grfxLevel, grfxLevel); // (James13jun97)
- MuteMusic(music_mute_state); // Ensure all the levels are recorded correctly (Pete21Aug97)
- MuteSpeech(speech_mute_state);
- MuteFx(fx_mute_state);
- SetMusicVolume(music_target);
- SetSpeechVolume(speech_target);
- SetFxVolume(fx_target);
+ g_bs2->_sound->MuteMusic(music_mute_state); // Ensure all the levels are recorded correctly (Pete21Aug97)
+ g_bs2->_sound->MuteSpeech(speech_mute_state);
+ g_bs2->_sound->MuteFx(fx_mute_state);
+ g_bs2->_sound->SetMusicVolume(music_target);
+ g_bs2->_sound->SetSpeechVolume(speech_target);
+ g_bs2->_sound->SetFxVolume(fx_target);
subtitles = subtitle_state; // Save object label and subtitle settings
pointerTextSelected = object_state;
speechSelected = !speech_mute_state;
if (stereo_state != stereoReversed)
- ReverseStereo();
+ g_bs2->_sound->ReverseStereo();
stereoReversed = stereo_state;
WriteOptionSettings();
@@ -2591,17 +2591,17 @@
if (touching_music_mute && dmusic_mute_state) {
music_mute_state = dmusic_mute_state = 0; // if the button was in now let it out
- MuteMusic(0);
+ g_bs2->_sound->MuteMusic(0);
}
if (touching_fx_mute && dfx_mute_state) {
fx_mute_state = dfx_mute_state = 0; // if the button was in now let it out
- MuteFx(0);
+ g_bs2->_sound->MuteFx(0);
}
if (touching_speech_mute && dspeech_mute_state) {
speech_mute_state = dspeech_mute_state = 0; // if the button was in now let it out
- MuteSpeech(0);
+ g_bs2->_sound->MuteSpeech(0);
}
// Stop tracking any sliders
@@ -2649,7 +2649,7 @@
else
{
music_mute_state = 1;
- MuteMusic(1);
+ g_bs2->_sound->MuteMusic(1);
}
}
@@ -2660,7 +2660,7 @@
else
{
fx_mute_state=1;
- MuteFx(1);
+ g_bs2->_sound->MuteFx(1);
}
}
@@ -2671,7 +2671,7 @@
else
{
speech_mute_state=1;
- MuteSpeech(1);
+ g_bs2->_sound->MuteSpeech(1);
}
}
@@ -2680,7 +2680,7 @@
if (music_mute_state)
{
music_mute_state = 0;
- MuteMusic(0);
+ g_bs2->_sound->MuteMusic(0);
}
if (mousex>(slab_sprite[0].x+SLIDER_W))
@@ -2707,7 +2707,7 @@
if (speech_mute_state)
{
speech_mute_state = 0;
- MuteSpeech(0);
+ g_bs2->_sound->MuteSpeech(0);
}
if (mousex>(slab_sprite[1].x+SLIDER_W))
@@ -2734,7 +2734,7 @@
if (fx_mute_state)
{
fx_mute_state = 0;
- MuteFx(0);
+ g_bs2->_sound->MuteFx(0);
}
if (mousex>(slab_sprite[2].x+SLIDER_W))
Index: function.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/function.cpp,v
retrieving revision 1.3
retrieving revision 1.4
diff -u -d -r1.3 -r1.4
--- function.cpp 28 Jul 2003 09:49:45 -0000 1.3
+++ function.cpp 29 Jul 2003 12:34:45 -0000 1.4
@@ -412,7 +412,6 @@
// This function just quits the game if this is the playable demo, ie. credits are NOT played in the demo any more!
extern uint8 quitGame; // From sword2.cpp
-extern void UpdateCompSampleStreaming(void); // From d_sound.c
int32 FN_play_credits(int32 *params)
{
@@ -431,7 +430,7 @@
StopMusic(); // Stop any streaming music
for (int i = 0; i<16; i++)
- UpdateCompSampleStreaming(); // And wait for it to die
+ g_bs2->_sound->UpdateCompSampleStreaming(); // And wait for it to die
GetDrawStatus (&ds);
GetSoundStatus(&ss);
Index: mouse.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/mouse.cpp,v
retrieving revision 1.5
retrieving revision 1.6
diff -u -d -r1.5 -r1.6
--- mouse.cpp 28 Jul 2003 09:49:45 -0000 1.5
+++ mouse.cpp 29 Jul 2003 12:34:45 -0000 1.6
@@ -235,7 +235,7 @@
}
//------------------------
- rv = PauseFx();
+ rv = g_bs2->_sound->PauseFx();
if (rv != RD_OK)
Zdebug("ERROR: PauseFx() returned %.8x in SystemMenu()", rv);
//------------------------
@@ -309,7 +309,7 @@
this_screen.new_palette=1;
//------------------------
- rv = UnpauseFx();
+ rv = g_bs2->_sound->UnpauseFx();
if (rv != RD_OK)
Zdebug("ERROR: UnpauseFx() returned %.8x in SystemMenu()", rv);
//------------------------
Index: sound.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/sound.cpp,v
retrieving revision 1.5
retrieving revision 1.6
diff -u -d -r1.5 -r1.6
--- sound.cpp 28 Jul 2003 09:49:45 -0000 1.5
+++ sound.cpp 29 Jul 2003 12:34:45 -0000 1.6
@@ -111,7 +111,7 @@
}
else if (fxq[j].type == FX_SPOT2)
{
- if (IsFxOpen(j+1))
+ if (g_bs2->_sound->IsFxOpen(j+1))
fxq[j].resource = 0; // Once the Fx has finished remove it from the queue.
}
}
@@ -131,7 +131,7 @@
{
data = res_man.Res_open(fxq[j].resource); // load in the sample
data += sizeof(_standardHeader);
- rv = PlayFx( id, data, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // wav data gets copied to sound memory
+ rv = g_bs2->_sound->PlayFx( id, data, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // wav data gets copied to sound memory
res_man.Res_close(fxq[j].resource); // release the sample
// fxq[j].resource = 0; // clear spot fx from queue
}
@@ -139,9 +139,9 @@
{ // - to be referenced by 'j', so pass NULL data
if (fxq[j].type == FX_RANDOM)
- rv = PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // not looped
+ rv = g_bs2->_sound->PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // not looped
else // FX_LOOP
- rv = PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXLOOP ); // looped
+ rv = g_bs2->_sound->PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXLOOP ); // looped
}
#ifdef _BS2_DEBUG
@@ -251,7 +251,7 @@
#endif
data += sizeof(_standardHeader);
- rv = OpenFx(id,data); // copy it to sound memory, using position in queue as 'id'
+ rv = g_bs2->_sound->OpenFx(id,data); // copy it to sound memory, using position in queue as 'id'
#ifdef _BS2_DEBUG
if (rv)
@@ -289,7 +289,7 @@
// 2 new pan (-16..16)
// SetFxVolumePan(int32 id, uint8 vol, uint8 pan);
- SetFxVolumePan(1+params[0], params[1], params[2]); // driver fx_id is 1+<pos in queue>
+ g_bs2->_sound->SetFxVolumePan(1+params[0], params[1], params[2]); // driver fx_id is 1+<pos in queue>
// Zdebug("%d",params[2]);
return (IR_CONT);
@@ -302,7 +302,7 @@
// 1 new volume (0..16)
// SetFxIdVolume(int32 id, uint8 vol);
- SetFxIdVolume(1+params[0], params[1]);
+ g_bs2->_sound->SetFxIdVolume(1+params[0], params[1]);
return (IR_CONT);
}
@@ -321,7 +321,7 @@
if ((fxq[j].type == FX_RANDOM) || (fxq[j].type == FX_LOOP))
{
id = (uint32)j+1; // because 0 is not a valid id
- rv = CloseFx(id); // stop fx & remove sample from sound memory
+ rv = g_bs2->_sound->CloseFx(id); // stop fx & remove sample from sound memory
#ifdef _BS2_DEBUG
if (rv)
@@ -350,7 +350,7 @@
void Clear_fx_queue(void)
{
- ClearAllFx(); // stop all fx & remove the samples from sound memory
+ g_bs2->_sound->ClearAllFx(); // stop all fx & remove the samples from sound memory
Init_fx_queue(); // clean out the queue
}
@@ -415,7 +415,7 @@
else
sprintf(filename,"%sCLUSTERS\\MUSIC.CLU", res_man.GetCdPath());
- rv = StreamCompMusic(filename, params[0], loopFlag);
+ rv = g_bs2->_sound->StreamCompMusic(filename, params[0], loopFlag);
#ifdef _BS2_DEBUG
if (rv)
@@ -435,25 +435,24 @@
looping_music_id=0; // clear the 'looping' flag
- StopMusic();
+ g_bs2->_sound->StopMusic();
if (params);
return(IR_CONT); // continue script
}
//--------------------------------------------------------------------------------------
-extern void UpdateCompSampleStreaming(void); // used in Kill_music()
//--------------------------------------------------------------------------------------
void Kill_music(void) // James22aug97
{
uint8 count;
looping_music_id=0; // clear the 'looping' flag
- StopMusic();
+ g_bs2->_sound->StopMusic();
// THIS BIT CAUSES THE MUSIC TO STOP INSTANTLY!
for(count=0; count<16; count++)
- UpdateCompSampleStreaming();
+ g_bs2->_sound->UpdateCompSampleStreaming();
}
//--------------------------------------------------------------------------------------
int32 FN_check_music_playing(int32 *params) // James (30july97)
@@ -463,7 +462,7 @@
// sets result to no. of seconds of current tune remaining
// or 0 if no music playing
- RESULT = MusicTimeRemaining(); // in seconds, rounded up to the nearest second
+ RESULT = g_bs2->_sound->MusicTimeRemaining(); // in seconds, rounded up to the nearest second
return(IR_CONT); // continue script
}
@@ -472,15 +471,15 @@
{
uint32 rv; // for drivers return value
- rv = PauseMusic();
+ rv = g_bs2->_sound->PauseMusic();
if (rv != RD_OK)
Zdebug("ERROR: PauseMusic() returned %.8x in PauseAllSound()", rv);
- rv = PauseSpeech();
+ rv = g_bs2->_sound->PauseSpeech();
if (rv != RD_OK)
Zdebug("ERROR: PauseSpeech() returned %.8x in PauseAllSound()", rv);
- rv = PauseFx();
+ rv = g_bs2->_sound->PauseFx();
if (rv != RD_OK)
Zdebug("ERROR: PauseFx() returned %.8x in PauseAllSound()", rv);
}
@@ -489,15 +488,15 @@
{
uint32 rv; // for drivers return value
- rv = UnpauseMusic();
+ rv = g_bs2->_sound->UnpauseMusic();
if (rv != RD_OK)
Zdebug("ERROR: UnpauseMusic() returned %.8x in UnpauseAllSound()", rv);
- rv = UnpauseSpeech();
+ rv = g_bs2->_sound->UnpauseSpeech();
if (rv != RD_OK)
Zdebug("ERROR: UnpauseSpeech() returned %.8x in UnpauseAllSound()", rv);
- rv = UnpauseFx();
+ rv = g_bs2->_sound->UnpauseFx();
if (rv != RD_OK)
Zdebug("ERROR: UnpauseFx() returned %.8x in UnpauseAllSound()", rv);
}
Index: speech.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/speech.cpp,v
retrieving revision 1.8
retrieving revision 1.9
diff -u -d -r1.8 -r1.9
--- speech.cpp 28 Jul 2003 14:50:53 -0000 1.8
+++ speech.cpp 29 Jul 2003 12:34:46 -0000 1.9
@@ -1373,7 +1373,7 @@
// New fudge to wait for smacker samples to finish (James31july97)
// since they can over-run into the game
- if (GetSpeechStatus()!=RDSE_SAMPLEFINISHED) // has it finished?
+ if (g_bs2->_sound->GetSpeechStatus()!=RDSE_SAMPLEFINISHED) // has it finished?
return (IR_REPEAT);
//-------------------------
@@ -1584,11 +1584,11 @@
//------------------------------
- rv = PlayCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan); // Load speech but don't start playing yet
+ rv = g_bs2->_sound->PlayCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan); // Load speech but don't start playing yet
if (rv == RD_OK)
{
speechRunning=1; // ok, we've got something to play (2 means not playing yet - see below)
- UnpauseSpeech(); // set it playing now (we might want to do this next cycle, don't know yet)
+ g_bs2->_sound->UnpauseSpeech(); // set it playing now (we might want to do this next cycle, don't know yet)
}
#ifdef _BS2_DEBUG
else
@@ -1628,7 +1628,7 @@
else if (speechRunning) // if playing a sample
{
if (!unpause_zone)
- { if (AmISpeaking()==RDSE_QUIET) // if we're at a quiet bit
+ { if (g_bs2->_sound->AmISpeaking()==RDSE_QUIET) // if we're at a quiet bit
ob_graphic->anim_pc=0; // restart from frame 0 ('closed mouth' frame)
}
}
@@ -1655,7 +1655,7 @@
if (speechRunning==1) // if playing a sample (note that value of '2' means about to play!)
{
if (!unpause_zone)
- { if (GetSpeechStatus()==RDSE_SAMPLEFINISHED) // has it finished?
+ { if (g_bs2->_sound->GetSpeechStatus()==RDSE_SAMPLEFINISHED) // has it finished?
speechFinished=1; // James25feb97
}
else unpause_zone--;
@@ -1704,7 +1704,7 @@
if (speechRunning) // if speech sample playing
{
- StopSpeechBS2(); // halt the sample prematurely
+ g_bs2->_sound->StopSpeechBS2(); // halt the sample prematurely
}
}
}
Index: startup.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/startup.cpp,v
retrieving revision 1.5
retrieving revision 1.6
diff -u -d -r1.5 -r1.6
--- startup.cpp 28 Jul 2003 14:50:54 -0000 1.5
+++ startup.cpp 29 Jul 2003 12:34:46 -0000 1.6
@@ -290,8 +290,8 @@
FN_stop_music(NULL); // fade out any music that is currently playing
//---------------------------------------------
- UnpauseSpeech();
- StopSpeechBS2(); // halt the sample prematurely
+ g_bs2->_sound->UnpauseSpeech();
+ g_bs2->_sound->StopSpeechBS2(); // halt the sample prematurely
//--------------------------------------------------------------
// clean out all resources & flags, ready for a total restart (James24mar97)
Index: sword2.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/sword2.cpp,v
retrieving revision 1.6
retrieving revision 1.7
diff -u -d -r1.6 -r1.7
--- sword2.cpp 28 Jul 2003 09:49:45 -0000 1.6
+++ sword2.cpp 29 Jul 2003 12:34:46 -0000 1.7
@@ -165,7 +165,9 @@
Zdebug("CALLING: Init_event_system");
Init_event_system();
Zdebug("RETURNED.");
-
+
+ _sound = new BS2Sound;
+
Zdebug("CALLING: Init_fx_queue");
Init_fx_queue(); // initialise the sound fx queue
Zdebug("RETURNED.");
@@ -284,7 +286,7 @@
Zdebug("RETURNED.");
Zdebug("CALLING: InitialiseSound");
- rv = InitialiseSound(22050, 2, 16);
+ rv = _sound->InitialiseSound(22050, 2, 16);
Zdebug("RETURNED with rv = %.8x", rv);
// don't care if this fails, because it should still work without sound cards
// but it should set a global system flag so that we can avoid loading sound fx & streaming music
Index: sword2.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/sword2.h,v
retrieving revision 1.2
retrieving revision 1.3
diff -u -d -r1.2 -r1.3
--- sword2.h 28 Jul 2003 07:00:15 -0000 1.2
+++ sword2.h 29 Jul 2003 12:34:46 -0000 1.3
@@ -21,6 +21,7 @@
#define _SWORD2
//#include "src\driver96.h"
+#include "driver/d_sound.h"
#ifdef _PCF76 // Bodge for PCF76 version so that their demo CD can be labelled "PCF76" rather than "RBSII1"
@@ -60,6 +61,7 @@
GameDetector *_detector;
uint32 _features;
byte _gameId;
+ BS2Sound *_sound;
private:
bool _quit;
};
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