[Scummvm-cvs-logs] SF.net SVN: scummvm: [25650] scummvm/trunk/engines/kyra/sound_adlib.cpp
eriktorbjorn at users.sourceforge.net
eriktorbjorn at users.sourceforge.net
Sat Feb 17 09:06:22 CET 2007
Revision: 25650
http://scummvm.svn.sourceforge.net/scummvm/?rev=25650&view=rev
Author: eriktorbjorn
Date: 2007-02-17 00:06:21 -0800 (Sat, 17 Feb 2007)
Log Message:
-----------
Only set up the Kyra 1 triggers for Kyra 1, not Kyra 2.
Modified Paths:
--------------
scummvm/trunk/engines/kyra/sound_adlib.cpp
Modified: scummvm/trunk/engines/kyra/sound_adlib.cpp
===================================================================
--- scummvm/trunk/engines/kyra/sound_adlib.cpp 2007-02-17 07:49:12 UTC (rev 25649)
+++ scummvm/trunk/engines/kyra/sound_adlib.cpp 2007-02-17 08:06:21 UTC (rev 25650)
@@ -2201,8 +2201,10 @@
#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 @@
_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() {
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