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SCUMM: Fix the lip sync animation in later HE games.
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@ -636,7 +636,7 @@ void SoundHE::playHESound(int soundID, int heOffset, int heChannel, int heFlags)
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if (heFlags & 1) {
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if (heFlags & 1) {
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_heChannel[heChannel].timer = 0;
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_heChannel[heChannel].timer = 0;
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} else {
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} else {
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_heChannel[heChannel].timer = size * 1000 / rate;
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_heChannel[heChannel].timer = size * 1000 / (rate * blockAlign);
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}
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}
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_mixer->stopHandle(_heSoundChannels[heChannel]);
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_mixer->stopHandle(_heSoundChannels[heChannel]);
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@ -658,7 +658,7 @@ void SoundHE::playHESound(int soundID, int heOffset, int heChannel, int heFlags)
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_heChannel[heChannel].rate = rate;
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_heChannel[heChannel].rate = rate;
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if (_heChannel[heChannel].timer)
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if (_heChannel[heChannel].timer)
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_heChannel[heChannel].timer = size * 1000 / rate;
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_heChannel[heChannel].timer = size * 1000 / (rate * blockAlign);
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// makeADPCMStream returns a stream in native endianness, but RawMemoryStream
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// makeADPCMStream returns a stream in native endianness, but RawMemoryStream
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// defaults to big endian. If we're on a little endian system, set the LE flag.
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// defaults to big endian. If we're on a little endian system, set the LE flag.
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