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author | Martin Kiewitz | 2013-09-22 20:13:33 +0200 |
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committer | Martin Kiewitz | 2013-09-22 20:13:33 +0200 |
commit | 551e263165c5906e4fb6b27de3f42d960553bd9e (patch) | |
tree | e0c603dd8ecdcd2af0d98834c50fe8642686e921 | |
parent | f1b0a7740855f9c16c537f161772483a9f850e96 (diff) | |
download | scummvm-rg350-551e263165c5906e4fb6b27de3f42d960553bd9e.tar.gz scummvm-rg350-551e263165c5906e4fb6b27de3f42d960553bd9e.tar.bz2 scummvm-rg350-551e263165c5906e4fb6b27de3f42d960553bd9e.zip |
SCI: revert fix music start code
add workaround for eq2
the issue is known, but can't be properly fixed without rewriting the midiparser into a channel specific parser
previous commit caused issues in kq5/french and others
-rw-r--r-- | engines/sci/sound/midiparser_sci.cpp | 57 | ||||
-rw-r--r-- | engines/sci/sound/midiparser_sci.h | 1 | ||||
-rw-r--r-- | engines/sci/sound/music.cpp | 20 |
3 files changed, 43 insertions, 35 deletions
diff --git a/engines/sci/sound/midiparser_sci.cpp b/engines/sci/sound/midiparser_sci.cpp index 83b5bf520f..186fc18a5c 100644 --- a/engines/sci/sound/midiparser_sci.cpp +++ b/engines/sci/sound/midiparser_sci.cpp @@ -20,6 +20,9 @@ * */ +#include "sci/sci.h" +#include "sci/engine/state.h" + #include "sci/engine/kernel.h" #include "sci/engine/state.h" #include "sci/sound/midiparser_sci.h" @@ -103,18 +106,6 @@ bool MidiParser_SCI::loadMusic(SoundResource::Track *track, MusicEntry *psnd, in return true; } -bool MidiParser_SCI::jumpToOffset(uint32 offset) { - if (_activeTrack >= _numTracks) - return false; - - assert(!_jumpingToTick); // This function must not be called while within MidiParser::jumpToTick() - - resetTracking(); - _position._playPos = _tracks[_activeTrack] + offset; - parseNextEvent(_nextEvent); - return true; -} - byte MidiParser_SCI::midiGetNextChannel(long ticker) { byte curr = 0xFF; long closest = ticker + 1000000, next = 0; @@ -543,9 +534,45 @@ void MidiParser_SCI::processEvent(const EventInfo &info, bool fireEvents) { case 0xC: if (info.channel() == 0xF) {// SCI special case if (info.basic.param1 != kSetSignalLoop) { - if (!_jumpingToTick) { - _pSnd->setSignal(info.basic.param1); - debugC(4, kDebugLevelSound, "signal %04x", info.basic.param1); + // At least in kq5/french&mac the first scene in the intro has + // a song that sets signal to 4 immediately on tick 0. Signal + // isn't set at that point by sierra sci and it would cause the + // castle daventry text to get immediately removed, so we + // currently filter it. Sierra SCI ignores them as well at that + // time. However, this filtering should only be performed for + // SCI1 and newer games. Signalling is done differently in SCI0 + // though, so ignoring these signals in SCI0 games will result + // in glitches (e.g. the intro of LB1 Amiga gets stuck - bug + // #3297883). Refer to MusicEntry::setSignal() in sound/music.cpp. + // FIXME: SSCI doesn't start playing at the very beginning + // of the stream, but at a fixed location a few commands later. + // That is probably why this signal isn't triggered + // immediately there. + bool skipSignal = false; + if (_soundVersion >= SCI_VERSION_1_EARLY) { + if (!_position._playTick) { + skipSignal = true; + switch (g_sci->getGameId()) { + case GID_ECOQUEST2: + // In Eco Quest 2 room 530 - gonzales is supposed to dance + // WORKAROUND: we need to signal in this case on tick 0 + // this whole issue is complicated and can only be properly fixed by + // changing the whole parser to a per-channel parser. SSCI seems to + // start each channel at offset 13 (may be 10 for us) and only + // starting at offset 0 when the music loops to the initial position. + if (g_sci->getEngineState()->currentRoomNumber() == 530) + skipSignal = false; + break; + default: + break; + } + } + } + if (!skipSignal) { + if (!_jumpingToTick) { + _pSnd->setSignal(info.basic.param1); + debugC(4, kDebugLevelSound, "signal %04x", info.basic.param1); + } } } else { _loopTick = _position._playTick; diff --git a/engines/sci/sound/midiparser_sci.h b/engines/sci/sound/midiparser_sci.h index 098fbc2ccb..5784dca1ab 100644 --- a/engines/sci/sound/midiparser_sci.h +++ b/engines/sci/sound/midiparser_sci.h @@ -60,7 +60,6 @@ public: bool loadMusic(byte *, uint32) { return false; } - bool jumpToOffset(uint32 offset); void sendInitCommands(); void unloadMusic(); void setMasterVolume(byte masterVolume); diff --git a/engines/sci/sound/music.cpp b/engines/sci/sound/music.cpp index fe017868b5..8c6d0d6431 100644 --- a/engines/sci/sound/music.cpp +++ b/engines/sci/sound/music.cpp @@ -518,25 +518,7 @@ void SciMusic::soundPlay(MusicEntry *pSnd) { pSnd->hold = -1; if (pSnd->status == kSoundStopped) - if (_soundVersion <= SCI_VERSION_0_LATE) { - // SCI0 sound subsystem seems to start at offset 0 - // Not starting at offset 0 for SCI0 games will result - // in glitches (e.g. the intro of LB1 Amiga gets stuck - bug - // #3297883). Refer to MusicEntry::setSignal() in sound/music.cpp. - pSnd->pMidiParser->jumpToOffset(0); - } else { - // SCI1 sound subsystem starts at offset 10 (and also sets loop offset to 0) - // At least in kq5/french&mac the first scene in the intro has - // a song that sets signal to 4 immediately on tick 0. Signal - // isn't set at that point by sierra sci and it would cause the - // castle daventry text to get immediately removed. - // Also Eco Quest 2 Gonzales Dances music (room 530) requires a signal - // to get set exactly at tick 0. We previously didn't handle signals - // on tick 0 for SCI1. Which then resulted in broken dance animations. - // See bug #3037267 - // FIXME: maybe also change looping logic to use offset instead of ticks - pSnd->pMidiParser->jumpToOffset(10); - } + pSnd->pMidiParser->jumpToTick(0); else { // Fast forward to the last position and perform associated events when loading pSnd->pMidiParser->jumpToTick(pSnd->ticker, true, true, true); |