[Scummvm-cvs-logs] SF.net SVN: scummvm:[49560] scummvm/trunk/engines/sci

thebluegr at users.sourceforge.net thebluegr at users.sourceforge.net
Thu Jun 10 09:41:48 CEST 2010


Revision: 49560
          http://scummvm.svn.sourceforge.net/scummvm/?rev=49560&view=rev
Author:   thebluegr
Date:     2010-06-10 07:41:48 +0000 (Thu, 10 Jun 2010)

Log Message:
-----------
Fixed compilation with the old music code

Modified Paths:
--------------
    scummvm/trunk/engines/sci/sci.cpp
    scummvm/trunk/engines/sci/sci.h

Modified: scummvm/trunk/engines/sci/sci.cpp
===================================================================
--- scummvm/trunk/engines/sci/sci.cpp	2010-06-10 07:32:05 UTC (rev 49559)
+++ scummvm/trunk/engines/sci/sci.cpp	2010-06-10 07:41:48 UTC (rev 49560)
@@ -234,10 +234,7 @@
 	_gamestate->_soundCmd = new SoundCommandParser(_resMan, segMan, _kernel, _audio, soundVersion);
 
 #ifdef USE_OLD_MUSIC_FUNCTIONS
-	if (game_init_sound(_gamestate, 0, soundVersion)) {
-		warning("Game initialization failed: Error in sound subsystem. Aborting...");
-		return Common::kUnknownError;
-	}
+	initGameSound(0, soundVersion);
 #endif
 
 	syncSoundSettings();
@@ -334,7 +331,7 @@
 
 #ifdef USE_OLD_MUSIC_FUNCTIONS
 	if (_gamestate->sfx_init_flags & SFX_STATE_FLAG_NOSOUND)
-		game_init_sound(_gamestate, 0, _features->detectDoSoundType());
+		initGameSound(0, _features->detectDoSoundType());
 #endif
 
 	// Load game language into printLang property of game object
@@ -345,6 +342,18 @@
 	return true;
 }
 
+#ifdef USE_OLD_MUSIC_FUNCTIONS
+
+void SciEngine::initGameSound(int sound_flags, SciVersion soundVersion) {
+	if (getSciVersion() > SCI_VERSION_0_LATE)
+	 sound_flags |= SFX_STATE_FLAG_MULTIPLAY;
+
+	_gamestate->sfx_init_flags = sound_flags;
+	_gamestate->_sound.sfx_init(_resMan, sound_flags, soundVersion);
+}
+
+#endif
+
 void SciEngine::initStackBaseWithSelector(Selector selector) {
 	_gamestate->stack_base[0] = make_reg(0, (uint16)selector);
 	_gamestate->stack_base[1] = NULL_REG;
@@ -392,7 +401,7 @@
 #ifdef USE_OLD_MUSIC_FUNCTIONS
 		_gamestate->_sound.sfx_exit();
 		// Reinit because some other code depends on having a valid state
-		game_init_sound(_gamestate, SFX_STATE_FLAG_NOSOUND, _features->detectDoSoundType());
+		initGameSound(SFX_STATE_FLAG_NOSOUND, _features->detectDoSoundType());
 #else
 		_audio->stopAllAudio();
 		_gamestate->_soundCmd->clearPlayList();

Modified: scummvm/trunk/engines/sci/sci.h
===================================================================
--- scummvm/trunk/engines/sci/sci.h	2010-06-10 07:32:05 UTC (rev 49559)
+++ scummvm/trunk/engines/sci/sci.h	2010-06-10 07:41:48 UTC (rev 49560)
@@ -253,9 +253,8 @@
 	 * @param[in] s				The state to initialize the sound in
 	 * @param[in] sound_flags	Flags to pass to the sound subsystem
 	 * @param[in] soundVersion	sound-version that got detected during game init
-	 * @return					0 on success, 1 if an error occured
 	 */
-	int game_init_sound(EngineState *s, int sound_flags, SciVersion soundVersion);
+	void initGameSound(int sound_flags, SciVersion soundVersion);
 #endif
 
 	void initStackBaseWithSelector(Selector selector);


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