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authorJames Brown2002-10-21 16:27:23 +0000
committerJames Brown2002-10-21 16:27:23 +0000
commit34ec25201ca3b09af08d61f94af009abbc72a242 (patch)
treeb9f77557f714427fd3b986686131dfc7e21785ff
parent9ec3336de4a4f65f41247a648645fabb241e5318 (diff)
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Patch 622642
svn-id: r5218
-rw-r--r--scumm/sound.cpp8
1 files changed, 6 insertions, 2 deletions
diff --git a/scumm/sound.cpp b/scumm/sound.cpp
index 2f7e561942..275f8dd5d3 100644
--- a/scumm/sound.cpp
+++ b/scumm/sound.cpp
@@ -474,10 +474,14 @@ int Sound::startTalkSound(uint32 offset, uint32 b, int mode) {
// Some games frequently assume that starting one sound effect will
// automatically stop any other that may be playing at that time. So
// that is what we do here, but we make an exception for speech.
- //
+ //
// Do any other games than these need this hack?
+ //
+ // HACK: Checking for script 99 in Sam & Max is to keep Conroy's song
+ // from being interrupted.
- if (mode == 1 && (_scumm->_gameId == GID_TENTACLE || _scumm->_gameId == GID_SAMNMAX)) {
+ if (mode == 1 && (_scumm->_gameId == GID_TENTACLE
+ || (_scumm->_gameId == GID_SAMNMAX && !_scumm->isScriptRunning(99)))) {
for (int i = 0; i < _scumm->_mixer->NUM_CHANNELS; i++) {
if (i != _talkChannel)
_scumm->_mixer->stop(i);