The mult_playSound() function makes absolutely no sense at all to me, so

I've changed it to something that doesn't trigger assertions in the
Gobliiins demo intro.

svn-id: r17907
This commit is contained in:
Torbjörn Andersson 2005-05-04 07:32:12 +00:00
parent 1da2f1b627
commit 627095f1a6
2 changed files with 3 additions and 8 deletions

View File

@ -545,11 +545,8 @@ void mult_initAll(void) {
}
void mult_playSound(Snd_SoundDesc * soundDesc, int16 repCount, int16 freq,
int16 negFreq) {
if (soundDesc->frequency == freq)
snd_playSample(soundDesc, repCount, -negFreq);
else
snd_playSample(soundDesc, repCount, freq);
int16 channel) {
snd_playSample(soundDesc, repCount, freq);
}
char mult_drawStatics(char stop) {

View File

@ -170,8 +170,6 @@ extern int16 mult_sndSlotsCount;
extern int16 mult_sndKeysCount;
extern Mult_SndKey *mult_sndKeys;
void mult_playSound(Snd_SoundDesc * soundDesc, int16 repCount, int16 freq,
int16 negFreq);
void mult_zeroMultData(void);
void mult_loadMult(int16 resId);
void mult_freeMultKeys(void);
@ -186,7 +184,7 @@ void mult_interLoadMult(void);
void mult_freeAll(void);
void mult_initAll(void);
void mult_playSound(Snd_SoundDesc * soundDesc, int16 repCount, int16 freq,
int16 negFreq);
int16 channel);
void mult_playMult(int16 startFrame, int16 endFrame, char checkEscape,
char handleMouse);
void mult_zeroMultData(void);