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Use sound types for sound in HE Games
svn-id: r21018
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parent
907bd7128d
commit
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@ -335,6 +335,13 @@ void Sound::playHESound(int soundID, int heOffset, int heChannel, int heFlags) {
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int priority, rate;
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byte flags = Audio::Mixer::FLAG_UNSIGNED;
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Audio::Mixer::SoundType type = Audio::Mixer::kSFXSoundType;
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if (soundID == 1)
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type = Audio::Mixer::kSpeechSoundType;
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else if (soundID > _vm->_numSounds)
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type = Audio::Mixer::kMusicSoundType;
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if (heChannel == -1)
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heChannel = (_vm->VAR_RESERVED_SOUND_CHANNELS != 0xFF) ? findFreeSoundChannel() : 1;
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@ -374,7 +381,7 @@ void Sound::playHESound(int soundID, int heOffset, int heChannel, int heFlags) {
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musicFile.close();
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if (_vm->_game.heversion == 70) {
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_vm->_mixer->playRaw(&_heSoundChannels[heChannel], spoolPtr, size, 11025, flags, soundID);
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_vm->_mixer->playRaw(&_heSoundChannels[heChannel], spoolPtr, size, 11025, flags, soundID, 255, 0, 0,0, type);
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return;
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}
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}
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@ -396,7 +403,7 @@ void Sound::playHESound(int soundID, int heOffset, int heChannel, int heFlags) {
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// Support for sound in later Backyard sports games
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if (READ_BE_UINT32(ptr) == MKID_BE('RIFF') || READ_BE_UINT32(ptr) == MKID_BE('WSOU')) {
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uint16 type;
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uint16 compType;
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int blockAlign;
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char *sound;
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@ -406,11 +413,11 @@ void Sound::playHESound(int soundID, int heOffset, int heChannel, int heFlags) {
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size = READ_LE_UINT32(ptr + 4);
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Common::MemoryReadStream stream(ptr, size);
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if (!loadWAVFromStream(stream, size, rate, flags, &type, &blockAlign)) {
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if (!loadWAVFromStream(stream, size, rate, flags, &compType, &blockAlign)) {
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error("playSound: Not a valid WAV file");
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}
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if (type == 17) {
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if (compType == 17) {
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AudioStream *voxStream = new ADPCMInputStream(&stream, size, kADPCMIma, (flags & Audio::Mixer::FLAG_STEREO) ? 2 : 1, blockAlign);
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sound = (char *)malloc(size * 4);
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@ -423,7 +430,7 @@ void Sound::playHESound(int soundID, int heOffset, int heChannel, int heFlags) {
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memcpy(sound, ptr + stream.pos(), size);
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}
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_vm->_mixer->stopHandle(_heSoundChannels[heChannel]);
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_vm->_mixer->playRaw(&_heSoundChannels[heChannel], sound, size, rate, flags, soundID);
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_vm->_mixer->playRaw(&_heSoundChannels[heChannel], sound, size, rate, flags, soundID, 255, 0, 0,0, type);
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}
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// Support for sound in Humongous Entertainment games
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else if (READ_BE_UINT32(ptr) == MKID_BE('DIGI') || READ_BE_UINT32(ptr) == MKID_BE('TALK')) {
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@ -463,7 +470,7 @@ void Sound::playHESound(int soundID, int heOffset, int heChannel, int heFlags) {
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}
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_vm->_mixer->stopHandle(_heSoundChannels[heChannel]);
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_vm->_mixer->playRaw(&_heSoundChannels[heChannel], ptr + heOffset + 8, size, rate, flags, soundID);
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_vm->_mixer->playRaw(&_heSoundChannels[heChannel], ptr + heOffset + 8, size, rate, flags, soundID, 255, 0, 0,0, type);
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_vm->setHETimer(heChannel + 4);
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_heChannel[heChannel].sound = soundID;
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@ -485,7 +492,7 @@ void Sound::playHESound(int soundID, int heOffset, int heChannel, int heFlags) {
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_vm->_mixer->stopID(_currentMusic);
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_currentMusic = soundID;
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_vm->_mixer->playRaw(NULL, ptr + 8, size, rate, flags, soundID);
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_vm->_mixer->playRaw(NULL, ptr + 8, size, rate, flags, soundID, 255, 0, 0,0, type);
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}
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else if (READ_BE_UINT32(ptr) == MKID_BE('MIDI')) {
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if (_vm->_imuse) {
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