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Small fix for MP3 CD music (successful cast sound, and a little bit more synchronized in cutscenes)
svn-id: r3884
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d5d4c8d178
commit
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@ -2479,8 +2479,15 @@ void Scumm::decodeParseString() {
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string[textSlot].overhead = true;
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break;
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case 8: { /* play loom talkie sound - use in other games ? */
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int offset = (int)(getVarOrDirectWord(0x80) * 7.5 - 22650);
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int delay = (int)(getVarOrDirectWord(0x40) * 7.5) + 10;
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int x = getVarOrDirectWord(0x80);
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int offset;
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int delay;
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if (x != 0)
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offset = (int)((x & 0xffff) * 7.5 - 22650);
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else
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offset = 0;
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delay = (int)((getVarOrDirectWord(0x40) & 0xffff) * 7.5);
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if (_gameId == GID_LOOM256)
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cd_play(this, 1, 0, offset, delay);
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3
sdl.cpp
3
sdl.cpp
@ -679,6 +679,8 @@ static Uint32 cd_end_time, cd_stop_time, cd_next_second;
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void cd_play(Scumm *s, int track, int num_loops, int start_frame, int end_frame) {
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scumm->_vars[14] = 0;
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#ifdef COMPRESSED_SOUND_FILE
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if (mp3_cd_play(s, track, num_loops, start_frame, end_frame))
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@ -689,7 +691,6 @@ void cd_play(Scumm *s, int track, int num_loops, int start_frame, int end_frame)
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// warning("cd_play(%d,%d,%d,%d)", track, num_loops, start_frame, end_frame);
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if (!cdrom) return;
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scumm->_vars[14] = 0;
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cd_track = track;
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cd_num_loops = num_loops;
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cd_start_frame = start_frame;
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