SCUMM: Fix the lip sync animation in later HE games.

This commit is contained in:
Kirben 2016-02-25 20:46:47 +11:00
parent fdcdf7e326
commit 6ac4c9dedb

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