SHERLOCK: SS: Fix playback of voices in cutscenes
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1e0b18684c
commit
177409390f
4 changed files with 26 additions and 12 deletions
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@ -141,7 +141,7 @@ bool Sound::playSound(const Common::String &name, WaitType waitType, int priorit
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}
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}
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Audio::SoundHandle soundHandle = (IS_SERRATED_SCALPEL) ? _scalpelEffectsHandle : getFreeSoundHandle();
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Audio::SoundHandle &soundHandle = (IS_SERRATED_SCALPEL) ? _scalpelEffectsHandle : getFreeSoundHandle();
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if (!playSoundResource(filename, libraryFilename, Audio::Mixer::kSFXSoundType, soundHandle))
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error("Could not find sound resource - %s", filename.c_str());
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@ -222,7 +222,7 @@ void Sound::freeDigiSound() {
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_soundPlaying = false;
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}
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Audio::SoundHandle Sound::getFreeSoundHandle() {
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Audio::SoundHandle &Sound::getFreeSoundHandle() {
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for (int i = 0; i < MAX_MIXER_CHANNELS; i++) {
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if (!_mixer->isSoundHandleActive(_tattooEffectsHandle[i]))
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return _tattooEffectsHandle[i];
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@ -238,13 +238,11 @@ void Sound::setVolume(int volume) {
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void Sound::playSpeech(const Common::String &name) {
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Resources &res = *_vm->_res;
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Scene &scene = *_vm->_scene;
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stopSpeech();
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// TODO: Technically Scalpel has an sfx command which I've set to call this method because it sets the
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// _voice variable as if it were speech. Need to do a play-through of Scalpel and see if it's ever called.
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// If so, will need to enhance this method to handle the Serrated Scalpel voice resources
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assert(IS_ROSE_TATTOO);
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// Stop any previously playing speech
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stopSpeech();
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// Figure out which speech library to use
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Common::String libraryName = Common::String::format("speech%02d.lib", scene._currentScene);
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if ((!scumm_strnicmp(name.c_str(), "SLVE12S", 7)) || (!scumm_strnicmp(name.c_str(), "WATS12X", 7))
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@ -264,12 +262,22 @@ void Sound::playSpeech(const Common::String &name) {
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}
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void Sound::stopSpeech() {
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_mixer->stopHandle(_speechHandle);
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if (IS_SERRATED_SCALPEL) {
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_mixer->stopHandle(_scalpelEffectsHandle);
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} else {
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_mixer->stopHandle(_speechHandle);
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}
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_speechPlaying = false;
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}
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bool Sound::isSpeechPlaying() {
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_speechPlaying = _mixer->isSoundHandleActive(_speechHandle);
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if (IS_SERRATED_SCALPEL) {
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_soundPlaying = _mixer->isSoundHandleActive(_scalpelEffectsHandle);
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return _soundPlaying;
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}
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return _speechPlaying;
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}
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