From 7b1d069ae4b7646b26304e629cce015fd8230719 Mon Sep 17 00:00:00 2001 From: Filippos Karapetis Date: Wed, 5 Sep 2007 18:08:20 +0000 Subject: [PATCH] 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 --- engines/saga/sndres.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/engines/saga/sndres.cpp b/engines/saga/sndres.cpp index edbdebabab9..0903a818b74 100644 --- a/engines/saga/sndres.cpp +++ b/engines/saga/sndres.cpp @@ -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