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Simplified the check for the uncompressed sound data in patch files p2_a.iaf/p2_a.voc in ITE, when compressed sound files are used
svn-id: r28864
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@ -183,10 +183,9 @@ bool SndRes::load(ResourceContext *context, uint32 resourceId, SoundBuffer &buff
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}
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bool uncompressedSound = false;
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// If a patch file exists for sound resource 4 (used in ITE intro), don't treat this sound as compressed
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if (_vm->getGameType() == GType_ITE && resourceId == 4 &&
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(Common::File::exists("sound/p2_a.iaf") || Common::File::exists("sound/p2_a.voc") ||
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Common::File::exists("p2_a.iaf") || Common::File::exists("p2_a.voc")))
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// If patch data exists for sound resource 4 (used in ITE intro), don't treat this sound as compressed
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// Patch data for this resource is in file p2_a.iaf or p2_a.voc
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if (_vm->getGameType() == GType_ITE && resourceId == 4 && context->table[resourceId].patchData != NULL)
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uncompressedSound = true;
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// FIXME: Currently, the SFX.RES file in IHNM cannot be compressed
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