[Scummvm-git-logs] scummvm master -> e6d66abe67301605191f0aee17694009b1fc2a07

NMIError noreply at scummvm.org
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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