diff --git a/engines/sherlock/sound.cpp b/engines/sherlock/sound.cpp index 0e5652d52c3..c212ddea38f 100644 --- a/engines/sherlock/sound.cpp +++ b/engines/sherlock/sound.cpp @@ -313,6 +313,14 @@ bool Sound::playSoundResource(const Common::String &name, const Common::String & byte *decoded = (byte *)malloc((size - 1) * 2); + // WORKAROUND: The doorbell at Lord Brumwell's mansion sounds really + // strange at 1100 Hz. The game isn't heavy on sounds, but other sound + // effects seem to be mostly at 11000 Hz, and that sounds about right + // here since it matches the 3DO version. + if (name == "JFCHIME.SND" && rate == 1100) { + rate = 11000; + } + // Holmes uses Creative ADPCM 4-bit data int counter = 0; byte reference = ptr[0];