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
This commit is contained in:
Filippos Karapetis 2007-09-06 08:35:08 +00:00
parent e7ec7acd26
commit f8a9c41a8c

View File

@ -183,10 +183,9 @@ 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("p2_a.iaf") || Common::File::exists("p2_a.voc")))
// If patch data exists for sound resource 4 (used in ITE intro), don't treat this sound as compressed
// Patch data for this resource is in file p2_a.iaf or p2_a.voc
if (_vm->getGameType() == GType_ITE && resourceId == 4 && context->table[resourceId].patchData != NULL)
uncompressedSound = true;
// FIXME: Currently, the SFX.RES file in IHNM cannot be compressed