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
This commit is contained in:
Filippos Karapetis 2007-09-05 18:08:20 +00:00
parent 5a97b3d9be
commit 7b1d069ae4

View File

@ -185,7 +185,8 @@ bool SndRes::load(ResourceContext *context, uint32 resourceId, SoundBuffer &buff
bool uncompressedSound = false;
// If a patch file exists for sound resource 4 (used in ITE intro), don't treat this sound as compressed
if (_vm->getGameType() == GType_ITE && resourceId == 4 &&
(Common::File::exists("sound/p2_a.iaf") || Common::File::exists("sound/p2_a.voc")))
(Common::File::exists("sound/p2_a.iaf") || Common::File::exists("sound/p2_a.voc") ||
Common::File::exists("p2_a.iaf") || Common::File::exists("p2_a.voc")))
uncompressedSound = true;
// FIXME: Currently, the SFX.RES file in IHNM cannot be compressed