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If the p2_a.iaf/p2_a.voc patch files are located in ITE's root folder instead of inside the sound subfolder, they're treated as uncompressed. Fixes bug #1751344 - "ITE: p2_a.iaf not played correctly"
svn-id: r28854
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@ -185,7 +185,8 @@ bool SndRes::load(ResourceContext *context, uint32 resourceId, SoundBuffer &buff
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bool uncompressedSound = false;
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// If a patch file exists for sound resource 4 (used in ITE intro), don't treat this sound as compressed
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if (_vm->getGameType() == GType_ITE && resourceId == 4 &&
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(Common::File::exists("sound/p2_a.iaf") || Common::File::exists("sound/p2_a.voc")))
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(Common::File::exists("sound/p2_a.iaf") || Common::File::exists("sound/p2_a.voc") ||
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Common::File::exists("p2_a.iaf") || Common::File::exists("p2_a.voc")))
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uncompressedSound = true;
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// FIXME: Currently, the SFX.RES file in IHNM cannot be compressed
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