Read Smacker voice-overs from the correct file, same way as speech.cpp does

svn-id: r10122
This commit is contained in:
Torbjörn Andersson 2003-09-09 06:54:11 +00:00
parent 5396901ec6
commit e68176f8c3

View File

@ -579,26 +579,13 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97)
// set up path to speech cluster
// first checking if we have speech1.clu or speech2.clu in current directory (for translators to test)
if (g_sword2->_gameId == GID_SWORD2_DEMO) {
strcpy(speechFile,"speech.clu");
} else {
File fp;
#ifdef _SWORD2_DEBUG
if ((res_man.WhichCd()==1) && (!access("speech1.clu",0))) // if 0 ie. if it's there
{
strcpy(speechFile,"speech1.clu");
}
else if ((res_man.WhichCd()==2) && (!access("speech2.clu",0))) // if 0 ie. if it's there
{
strcpy(speechFile,"speech2.clu");
}
else
#endif // _SWORD2_DEBUG
{
strcpy(speechFile, "speech.clu");
}
}
//------------------------------
sprintf(speechFile, "speech%d.clu", res_man.WhichCd());
if (fp.open(speechFile, g_sword2->getGameDataPath()))
fp.close();
else
strcpy(speechFile, "speech.clu");
wavSize = g_sword2->_sound->GetCompSpeechSize(speechFile, wavId); // returns size of decompressed wav, or 0 if wav not found
if (wavSize) // if we've got the wav