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Use FRAMES_PER_SECOND, not getFramesPerSecond(), to calculate the number of
frames before a sound effect is triggered. This is not dependent on _gameSpeed. svn-id: r24971
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@ -219,7 +219,7 @@ void Sound::queueFx(int32 res, int32 type, int32 delay, int32 volume, int32 pan)
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// effects, however, it's the average number of
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// seconds between playing the sound, so we
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// have to multiply by the frame rate.
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delay *= _vm->getFramesPerSecond();
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delay *= FRAMES_PER_SECOND;
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}
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volume = (volume * Audio::Mixer::kMaxChannelVolume) / 16;
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@ -42,8 +42,6 @@
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#include "sword2/screen.h"
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#include "sword2/sound.h"
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#define FRAMES_PER_SECOND 12
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namespace Sword2 {
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struct GameSettings {
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@ -22,6 +22,8 @@
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#ifndef SWORD2_H
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#define SWORD2_H
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#define FRAMES_PER_SECOND 12
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// Enable this to make it possible to clear the mouse cursor luggage by
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// right-clicking. The original didn't do this, but it feels natural to me.
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// However, I'm afraid that it'll interfer badly with parts of the game, so
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