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authorTravis Howell2006-02-28 23:02:15 +0000
committerTravis Howell2006-02-28 23:02:15 +0000
commit2892e33f1dc55bc53c8d12827ee9e4ee9c078402 (patch)
tree94ffb68fc8ffd60412f9c0a2836092d40d0cd899
parente4ac92c2afcabfe2099d23d02ef3fccdf14a74db (diff)
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Add comment to workaround for music in Sam & Max, based on commit log. And limit the workaround to specific game.
svn-id: r20976
-rw-r--r--engines/scumm/room.cpp11
1 files changed, 10 insertions, 1 deletions
diff --git a/engines/scumm/room.cpp b/engines/scumm/room.cpp
index 1c972fa299..c3f97a3546 100644
--- a/engines/scumm/room.cpp
+++ b/engines/scumm/room.cpp
@@ -78,7 +78,16 @@ void ScummEngine::startScene(int room, Actor *a, int objectNr) {
killScriptsAndResources();
if (_game.version >= 4 && _game.heversion <= 61)
stopCycle(0);
- _sound->processSound();
+
+ if (_game.id == GID_SAMNMAX) {
+ // WORKAROUND bug #85373 SAM: Overlapping music at Bigfoot convention
+ // Added sound queue processing between execution of exit
+ // script and entry script. In the case of this bug, the
+ // entry script required that the iMuse state be fully up
+ // to date, including last-moment changes from the previous
+ // exit script.
+ _sound->processSound();
+ }
clearDrawQueues();