[Scummvm-cvs-logs] SF.net SVN: scummvm:[47610] scummvm/trunk/engines/sci/sound
thebluegr at users.sourceforge.net
thebluegr at users.sourceforge.net
Wed Jan 27 22:11:43 CET 2010
Revision: 47610
http://scummvm.svn.sourceforge.net/scummvm/?rev=47610&view=rev
Author: thebluegr
Date: 2010-01-27 21:11:24 +0000 (Wed, 27 Jan 2010)
Log Message:
-----------
Fixed the demo version of Longbow - speech was not played at all with the new sound code
Modified Paths:
--------------
scummvm/trunk/engines/sci/sound/music.cpp
scummvm/trunk/engines/sci/sound/soundcmd.cpp
Modified: scummvm/trunk/engines/sci/sound/music.cpp
===================================================================
--- scummvm/trunk/engines/sci/sound/music.cpp 2010-01-27 20:55:35 UTC (rev 47609)
+++ scummvm/trunk/engines/sci/sound/music.cpp 2010-01-27 21:11:24 UTC (rev 47610)
@@ -170,15 +170,15 @@
int channelFilterMask = 0;
SoundResource::Track *track = pSnd->soundRes->getTrackByType(_pMidiDrv->getPlayId());
+ // If MIDI device is selected but there is no digital track in sound resource
+ // try to use adlib's digital sample if possible
+ if (_bMultiMidi && (!track || track->digitalChannelNr == -1)) {
+ SoundResource::Track *digital = pSnd->soundRes->getDigitalTrack();
+ if (digital)
+ track = digital;
+ }
+
if (track) {
- // If MIDI device is selected but there is no digital track in sound resource
- // try to use adlib's digital sample if possible
- if (_bMultiMidi && (track->digitalChannelNr == -1)) {
- SoundResource::Track *digital = pSnd->soundRes->getDigitalTrack();
- if (digital)
- track = digital;
- }
-
// Play digital sample
if (track->digitalChannelNr != -1) {
byte *channelData = track->channels[track->digitalChannelNr].data;
Modified: scummvm/trunk/engines/sci/sound/soundcmd.cpp
===================================================================
--- scummvm/trunk/engines/sci/sound/soundcmd.cpp 2010-01-27 20:55:35 UTC (rev 47609)
+++ scummvm/trunk/engines/sci/sound/soundcmd.cpp 2010-01-27 21:11:24 UTC (rev 47610)
@@ -286,6 +286,11 @@
#else
+ // Check if a track with the same sound object is already playing
+ MusicEntry *oldSound = _music->getSlot(obj);
+ if (oldSound)
+ cmdDisposeSound(obj, value);
+
MusicEntry *newSound = new MusicEntry();
newSound->resnum = number;
if (number && _resMan->testResource(ResourceId(kResourceTypeSound, number)))
@@ -299,11 +304,6 @@
if (_soundVersion >= SCI_VERSION_1_LATE)
newSound->volume = CLIP<int>(GET_SEL32V(_segMan, obj, vol), 0, MUSIC_VOLUME_MAX);
- // Check if a track with the same sound object is already playing
- MusicEntry *oldSound = _music->getSlot(obj);
- if (oldSound)
- cmdDisposeSound(obj, value);
-
// In SCI1.1 games, sound effects are started from here. If we can find
// a relevant audio resource, play it, otherwise switch to synthesized
// effects. If the resource exists, play it using map 65535 (sound
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