ZVISION: Move code to determine amplification to its own function
As suggested by bluegr.
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cc958f70ef
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2 changed files with 96 additions and 90 deletions
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@ -50,96 +50,7 @@ Video::VideoDecoder *ZVision::loadAnimation(const Common::String &fileName) {
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animation = new ZorkAVIDecoder();
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animation = new ZorkAVIDecoder();
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#if defined(USE_MPEG2) && defined(USE_A52)
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#if defined(USE_MPEG2) && defined(USE_A52)
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else if (tmpFileName.hasSuffix(".vob")) {
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else if (tmpFileName.hasSuffix(".vob")) {
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// For some reason, we get much lower volume in the hi-res
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double amplification = getVobAmplification(tmpFileName);
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// videos than in the low-res ones. So we artificially boost
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// the volume here. This is an approximation, but I've tried
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// to match the old volumes reasonably well.
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//
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// Some of these will cause audio clipping. Hopefully not
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// enough to be noticeable.
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double amplification = 0.0;
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if (tmpFileName == "em00d011.vob") {
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// The finale.
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amplification = 10.0;
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} else if (tmpFileName == "em00d021.vob") {
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// Jack's escape and arrival at Flathead Mesa.
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amplification = 9.0;
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} else if (tmpFileName == "em00d032.vob") {
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// The Grand Inquisitor's speech.
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amplification = 11.0;
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} else if (tmpFileName == "em00d122.vob") {
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// Jack orders you to the radio tower.
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amplification = 17.0;
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} else if (tmpFileName == "em3ed012.vob") {
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// The Grand Inquisitor gets the Coconut of Quendor.
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amplification = 12.0;
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} else if (tmpFileName == "g000d101.vob") {
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// Griff gets captured.
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amplification = 11.0;
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} else if (tmpFileName == "g000d111.vob") {
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// Brog gets totemized. The music seems to be mixed
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// much softer in this than in the low-resolution
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// version.
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amplification = 12.0;
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} else if (tmpFileName == "g000d122.vob") {
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// Lucy gets captured.
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amplification = 14.0;
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} else if (tmpFileName == "g000d302.vob") {
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// The Grand Inquisitor visits Jack in his cell.
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amplification = 13.0;
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} else if (tmpFileName == "g000d312.vob") {
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// You get captured.
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amplification = 14.0;
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} else if (tmpFileName == "g000d411.vob") {
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// Propaganda On Parade. No need to make it as loud as
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// the low-resolution version.
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amplification = 11.0;
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} else if (tmpFileName == "pe1ed012.vob") {
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// Jack lets you in with the lantern.
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amplification = 14.0;
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} else if (tmpFileName.hasPrefix("pe1ed")) {
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// Jack answers the door. Several different ways.
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amplification = 17.0;
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} else if (tmpFileName == "pe5ed052.vob") {
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// You get killed by the guards
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amplification = 12.0;
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} else if (tmpFileName == "pe6ed012.vob") {
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// Jack gets captured by the guards
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amplification = 17.0;
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} else if (tmpFileName == "pp1ed022.vob") {
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// Jack examines the lantern
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amplification = 10.0;
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} else if (tmpFileName == "qb1ed012.vob") {
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// Lucy gets invited to the back room
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amplification = 17.0;
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} else if (tmpFileName.hasPrefix("qe1ed")) {
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// Floyd answers the door. Several different ways.
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amplification = 17.0;
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} else if (tmpFileName == "qs1ed011.vob") {
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// Jack explains the rules of the game.
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amplification = 16.0;
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} else if (tmpFileName == "qs1ed021.vob") {
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// Jack loses the game.
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amplification = 14.0;
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} else if (tmpFileName == "uc1gd012.vob") {
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// Y'Gael appears.
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amplification = 12.0;
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} else if (tmpFileName == "ue1ud012.vob") {
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// Jack gets totemized... or what?
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amplification = 12.0;
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} else if (tmpFileName == "ue2qd012.vob") {
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// Jack agrees to totemization.
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amplification = 10.0;
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} else if (tmpFileName == "g000d981.vob") {
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// The Enterprise logo. Has no low-res version. Its
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// volume is louder than the other logo animations.
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amplification = 6.2;
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} else if (tmpFileName.hasPrefix("g000d")) {
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// The Dolby Digital and Activision logos. They have no
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// low-res versions, but I've used the low-resolution
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// Activision logo (slightly different) as reference.
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amplification = 8.5;
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}
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animation = new Video::MPEGPSDecoder(amplification);
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animation = new Video::MPEGPSDecoder(amplification);
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}
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}
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#endif
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#endif
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@ -235,4 +146,97 @@ void ZVision::playVideo(Video::VideoDecoder &vid, const Common::Rect &destRect,
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}
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}
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}
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}
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double ZVision::getVobAmplification(Common::String fileName) const {
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// For some reason, we get much lower volume in the hi-res videos than
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// in the low-res ones. So we artificially boost the volume. This is an
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// approximation, but I've tried to match the old volumes reasonably
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// well.
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//
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// Some of these will cause audio clipping. Hopefully not enough to be
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// noticeable.
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double amplification = 0.0;
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if (fileName == "em00d011.vob") {
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// The finale.
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amplification = 10.0;
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} else if (fileName == "em00d021.vob") {
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// Jack's escape and arrival at Flathead Mesa.
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amplification = 9.0;
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} else if (fileName == "em00d032.vob") {
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// The Grand Inquisitor's speech.
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amplification = 11.0;
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} else if (fileName == "em00d122.vob") {
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// Jack orders you to the radio tower.
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amplification = 17.0;
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} else if (fileName == "em3ed012.vob") {
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// The Grand Inquisitor gets the Coconut of Quendor.
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amplification = 12.0;
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} else if (fileName == "g000d101.vob") {
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// Griff gets captured.
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amplification = 11.0;
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} else if (fileName == "g000d111.vob") {
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// Brog gets totemized. The music seems to be mixed much softer
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// in this than in the low-resolution version.
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amplification = 12.0;
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} else if (fileName == "g000d122.vob") {
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// Lucy gets captured.
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amplification = 14.0;
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} else if (fileName == "g000d302.vob") {
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// The Grand Inquisitor visits Jack in his cell.
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amplification = 13.0;
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} else if (fileName == "g000d312.vob") {
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// You get captured.
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amplification = 14.0;
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} else if (fileName == "g000d411.vob") {
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// Propaganda On Parade. No need to make it as loud as the
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// low-resolution version.
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amplification = 11.0;
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} else if (fileName == "pe1ed012.vob") {
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// Jack lets you in with the lantern.
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amplification = 14.0;
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} else if (fileName.hasPrefix("pe1ed")) {
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// Jack answers the door. Several different ways.
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amplification = 17.0;
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} else if (fileName == "pe5ed052.vob") {
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// You get killed by the guards
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amplification = 12.0;
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} else if (fileName == "pe6ed012.vob") {
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// Jack gets captured by the guards
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amplification = 17.0;
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} else if (fileName == "pp1ed022.vob") {
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// Jack examines the lantern
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amplification = 10.0;
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} else if (fileName == "qb1ed012.vob") {
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// Lucy gets invited to the back room
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amplification = 17.0;
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} else if (fileName.hasPrefix("qe1ed")) {
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// Floyd answers the door. Several different ways.
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amplification = 17.0;
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} else if (fileName == "qs1ed011.vob") {
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// Jack explains the rules of the game.
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amplification = 16.0;
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} else if (fileName == "qs1ed021.vob") {
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// Jack loses the game.
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amplification = 14.0;
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} else if (fileName == "uc1gd012.vob") {
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// Y'Gael appears.
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amplification = 12.0;
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} else if (fileName == "ue1ud012.vob") {
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// Jack gets totemized... or what?
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amplification = 12.0;
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} else if (fileName == "ue2qd012.vob") {
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// Jack agrees to totemization.
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amplification = 10.0;
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} else if (fileName == "g000d981.vob") {
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// The Enterprise logo. Has no low-res version. Its volume is
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// louder than the other logo animations.
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amplification = 6.2;
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} else if (fileName.hasPrefix("g000d")) {
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// The Dolby Digital and Activision logos. They have no low-res
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// versions, but I've used the low-resolution Activision logo
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// (slightly different) as reference.
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amplification = 8.5;
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}
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return amplification;
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}
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} // End of namespace ZVision
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} // End of namespace ZVision
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@ -264,6 +264,8 @@ private:
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void pushKeyToCheatBuf(uint8 key);
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void pushKeyToCheatBuf(uint8 key);
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bool checkCode(const char *code);
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bool checkCode(const char *code);
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uint8 getBufferedKey(uint8 pos);
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uint8 getBufferedKey(uint8 pos);
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double getVobAmplification(Common::String fileName) const;
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};
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};
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} // End of namespace ZVision
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} // End of namespace ZVision
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