/* 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 . * */ #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