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author | Travis Howell | 2006-02-28 23:02:15 +0000 |
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committer | Travis Howell | 2006-02-28 23:02:15 +0000 |
commit | 2892e33f1dc55bc53c8d12827ee9e4ee9c078402 (patch) | |
tree | 94ffb68fc8ffd60412f9c0a2836092d40d0cd899 | |
parent | e4ac92c2afcabfe2099d23d02ef3fccdf14a74db (diff) | |
download | scummvm-rg350-2892e33f1dc55bc53c8d12827ee9e4ee9c078402.tar.gz scummvm-rg350-2892e33f1dc55bc53c8d12827ee9e4ee9c078402.tar.bz2 scummvm-rg350-2892e33f1dc55bc53c8d12827ee9e4ee9c078402.zip |
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.cpp | 11 |
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(); |