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author | Martin Kiewitz | 2010-07-18 16:22:16 +0000 |
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committer | Martin Kiewitz | 2010-07-18 16:22:16 +0000 |
commit | aa5a1ddb473237b0b7a857c974850424f5c8a576 (patch) | |
tree | 1984be73d074bebbede25c2ce07034b15bf2fdd9 | |
parent | 46b27926b21dd1fac3b5948415670054ad67c6b8 (diff) | |
download | scummvm-rg350-aa5a1ddb473237b0b7a857c974850424f5c8a576.tar.gz scummvm-rg350-aa5a1ddb473237b0b7a857c974850424f5c8a576.tar.bz2 scummvm-rg350-aa5a1ddb473237b0b7a857c974850424f5c8a576.zip |
SCI: if game starts fading, stops music and later starts music again don't resume fading - fixes lsl6 music when going in from swimming pool
svn-id: r50995
-rw-r--r-- | engines/sci/sound/music.cpp | 1 | ||||
-rw-r--r-- | engines/sci/sound/soundcmd.cpp | 2 |
2 files changed, 2 insertions, 1 deletions
diff --git a/engines/sci/sound/music.cpp b/engines/sci/sound/music.cpp index 55a7e1fdc4..533bee8170 100644 --- a/engines/sci/sound/music.cpp +++ b/engines/sci/sound/music.cpp @@ -388,6 +388,7 @@ void SciMusic::soundPlay(MusicEntry *pSnd) { } } + pSnd->fadeStep = 0; // just make sure that previous fading isn't continued pSnd->status = kSoundPlaying; } diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp index 037d86b6f5..30b7c97a94 100644 --- a/engines/sci/sound/soundcmd.cpp +++ b/engines/sci/sound/soundcmd.cpp @@ -300,7 +300,7 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) { // If sound is not playing currently, set signal directly if (musicSlot->status != kSoundPlaying) { - debugC(2, kDebugLevelSound, "kDoSound(fade): fading requested, but sound is currently not playing"); + debugC(2, kDebugLevelSound, "kDoSound(fade): %04x:%04x fading requested, but sound is currently not playing", PRINT_REG(obj)); writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET); return acc; } |