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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "ags/engine/ac/global_view_frame.h"
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/game.h"
#include "ags/shared/ac/view.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/engine/media/audio/audio_system.h"
#include "ags/globals.h"
namespace AGS3 {
void SetFrameSound(int vii, int loop, int frame, int sound) {
vii--; // convert to 0-based
AssertFrame("SetFrameSound", vii, loop, frame);
if (sound < 1) {
_GP(views)[vii].loops[loop].frames[frame].sound = -1;
} else {
ScriptAudioClip *clip = GetAudioClipForOldStyleNumber(_GP(game), false, sound);
if (clip == nullptr)
quitprintf("!SetFrameSound: audio clip aSound%d not found", sound);
_GP(views)[vii].loops[loop].frames[frame].sound =
_GP(game).IsLegacyAudioSystem() ? sound : clip->id;
_GP(views)[vii].loops[loop].frames[frame].audioclip = clip->id;
}
}
} // namespace AGS3
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