[Scummvm-git-logs] scummvm master -> e6d66abe67301605191f0aee17694009b1fc2a07
NMIError
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Sun Jul 3 19:36:18 UTC 2022
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
e6d66abe67 CHEWY: Disable speech panning
Commit: e6d66abe67301605191f0aee17694009b1fc2a07
https://github.com/scummvm/scummvm/commit/e6d66abe67301605191f0aee17694009b1fc2a07
Author: Coen Rampen (crampen at gmail.com)
Date: 2022-07-03T21:36:04+02:00
Commit Message:
CHEWY: Disable speech panning
It does not work properly in cutscenes and the original game does not seem to
pan speech at all.
Changed paths:
engines/chewy/atds.cpp
engines/chewy/sprite.cpp
diff --git a/engines/chewy/atds.cpp b/engines/chewy/atds.cpp
index 05fe089b02c..d8c7f27c59c 100644
--- a/engines/chewy/atds.cpp
+++ b/engines/chewy/atds.cpp
@@ -607,17 +607,8 @@ void Atdsys::print_aad(int16 scrX, int16 scrY) {
if (g_engine->_sound->speechEnabled() &&
_aadv._strHeader->_vocNr - ATDS_VOC_OFFSET != -1) {
if (_atdsv._vocNr != _aadv._strHeader->_vocNr - ATDS_VOC_OFFSET) {
- // TODO Panning does not work properly during cutscenes.
- // The x position seems to be fixed, probably that of the
- // character in the (now invisible) game screen, so all
- // cutscene voices are panned to the same position. I don't
- // know if the x position of the character speaking in the
- // cutscene is available somehow; otherwise panning must be
- // disabled (fixed center) during cutscenes.
_atdsv._vocNr = _aadv._strHeader->_vocNr - ATDS_VOC_OFFSET;
- const int16 vocx = _G(moveState)[personId].Xypos[0] -
- _G(gameState).scrollx + _G(spieler_mi)[personId].HotX;
- g_engine->_sound->playSpeech(_atdsv._vocNr, false, getStereoPos(vocx));
+ g_engine->_sound->playSpeech(_atdsv._vocNr, false);
}
if (_atdsv._vocNr >= 0 && !g_engine->_sound->isSpeechActive())
diff --git a/engines/chewy/sprite.cpp b/engines/chewy/sprite.cpp
index 7753b457228..e7207fe0aff 100644
--- a/engines/chewy/sprite.cpp
+++ b/engines/chewy/sprite.cpp
@@ -505,14 +505,8 @@ bool startAtsWait(int16 txtNr, int16 txtMode, int16 col, int16 mode) {
shown = _G(atds)->start_ats(txtNr, txtMode, col, mode, &vocNr);
if (g_engine->_sound->speechEnabled()) {
- const int16 vocx = _G(moveState)[P_CHEWY].Xypos[0] - _G(gameState).scrollx + _G(spieler_mi)[P_CHEWY].HotX;
-
if (vocNr >= 0) {
- g_engine->_sound->playSpeech(vocNr, false, _G(atds)->getStereoPos(vocx));
- } else {
- // Not sure if the game alters speech balance while speech
- // plays, but the old code behaved this way.
- g_engine->_sound->setSpeechBalance(_G(atds)->getStereoPos(vocx));
+ g_engine->_sound->playSpeech(vocNr, false);
}
setupScreen(DO_SETUP);
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