Hooked up the sound code to use the configuration for sfx and music, and added code from the original game that used the high bit of sounds to distinguish between the two

svn-id: r29873
This commit is contained in:
Paul Gilbert 2007-12-16 08:19:56 +00:00
parent 02beb045c5
commit 706e779236
8 changed files with 52 additions and 26 deletions

View file

@ -48,9 +48,9 @@ static const uint16 *hotspot_dealloc_set[4] = {&dealloc_list_1[0], &dealloc_list
// Details used for co-ordination of sounds during the endgame sequence
static const AnimSoundSequence soundList[] = {
{9, 2, 0}, {27, 5, 0}, {24, 3, 0}, {24, 1, 0}, {3, 1, 1}, {3, 1, 2}, {3, 1, 3},
{3, 1, 4}, {4, 1, 5}, {7, 4, 6}, {31, 6, 0},
{0, 0, 0}
{9, 0x45, 2, 0}, {27, 0x48, 5, 0}, {24, 0x46, 3, 0}, {24, 0x37, 1, 0}, {3, 0x37, 1, 1},
{3, 0x37, 1, 2}, {3, 0x37, 1, 3}, {3, 0x37, 1, 4}, {4, 0x37, 1, 5}, {7, 0x47, 4, 6},
{31, 6, 0}, {0, 0, 0, 0}
};
/*------------------------------------------------------------------------*/
@ -196,10 +196,12 @@ void Script::endgameSequence(uint16 v1, uint16 v2, uint16 v3) {
AnimationSequence *anim;
screen.paletteFadeOut();
Sound.killSounds();
Sound.loadSection(0xFF10);
mouse.cursorOff();
Sound.killSounds();
if (Sound.isRoland())
Sound.loadSection(ROLAND_ENDGAME_SOUND_RESOURCE_ID);
Palette p(ENDGAME_PALETTE_ID);
anim = new AnimationSequence(ENDGAME_ANIM_ID, p, true, 9, soundList);
anim->show();