SCI: Always prefer digital sound effects to prevent confusion to users

This toggle will be enabled again when a more user-friendly GUI option
is possible
This commit is contained in:
Filippos Karapetis 2011-12-28 13:21:19 +02:00
parent 8496b5c4d8
commit 3752396aef
2 changed files with 10 additions and 0 deletions

3
NEWS
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@ -29,6 +29,9 @@ For a more comprehensive changelog of the latest experimental code, see:
SCI:
- Fixed race condition in SCI1.1 palette changes. This fixes an error in
QFG1VGA, when sleeping at Erana's place.
- The option to toggle sound effect types between digitized and synthesized
has been disabled until a more user-friendly GUI option is possible.
Digital sound effects are always preferred for now.
1.4.0 (2011-11-11)
New Games:

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@ -32,9 +32,12 @@
namespace Sci {
//#define ENABLE_SFX_TYPE_SELECTION
SoundCommandParser::SoundCommandParser(ResourceManager *resMan, SegManager *segMan, Kernel *kernel, AudioPlayer *audio, SciVersion soundVersion) :
_resMan(resMan), _segMan(segMan), _kernel(kernel), _audio(audio), _soundVersion(soundVersion) {
#ifdef ENABLE_SFX_TYPE_SELECTION
// Check if the user wants synthesized or digital sound effects in SCI1.1
// or later games
_useDigitalSFX = ConfMan.getBool("multi_midi");
@ -45,6 +48,10 @@ SoundCommandParser::SoundCommandParser(ResourceManager *resMan, SegManager *segM
// resource number, but it's totally unrelated to the menu music).
if (getSciVersion() >= SCI_VERSION_2)
_useDigitalSFX = true;
#else
// Always prefer digital sound effects
_useDigitalSFX = true;
#endif
_music = new SciMusic(_soundVersion, _useDigitalSFX);
_music->init();