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authorFilippos Karapetis2016-05-17 11:21:33 +0300
committerFilippos Karapetis2016-05-17 11:22:27 +0300
commitb2ec7acbf7b69f914b239f3894045773ef46d6cf (patch)
tree73bb4e0fa078415fbb64b23f22774c07ed619ad0
parent22e5fe8b4e06b93db1edaf8399394428b349d5e5 (diff)
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LAB: Fix waiting for sounds embedded in animations
A regression of 75d1385c8d1ba61b5740a0b43966d3c2f111440d
-rw-r--r--engines/lab/anim.cpp8
-rw-r--r--engines/lab/processroom.cpp9
2 files changed, 8 insertions, 9 deletions
diff --git a/engines/lab/anim.cpp b/engines/lab/anim.cpp
index 1190f0323b..2dc580735e 100644
--- a/engines/lab/anim.cpp
+++ b/engines/lab/anim.cpp
@@ -208,6 +208,8 @@ void Anim::diffNextFrame(bool onlyDiffData) {
_vm->updateEvents();
_vm->waitTOF();
}
+
+ _waitForEffect = false;
}
_size -= 8;
@@ -217,7 +219,9 @@ void Anim::diffNextFrame(bool onlyDiffData) {
_diffFile->skip(2);
// Sound effects embedded in animations are started here. These are
- // usually animation-specific, like door opening sounds, and are not looped
+ // usually animation-specific, like door opening sounds, and are not looped.
+ // The engine should wait for all such sounds to end.
+ _waitForEffect = true;
_vm->_music->playSoundEffect(_sampleSpeed, _size, false, _diffFile);
break;
@@ -233,6 +237,8 @@ void Anim::diffNextFrame(bool onlyDiffData) {
if (drawOnScreen)
didTOF = true;
}
+
+ _waitForEffect = false;
}
_isPlaying = false;
diff --git a/engines/lab/processroom.cpp b/engines/lab/processroom.cpp
index 5093e8ef85..68e6e63c1d 100644
--- a/engines/lab/processroom.cpp
+++ b/engines/lab/processroom.cpp
@@ -254,16 +254,9 @@ void LabEngine::doActions(const ActionList &actionList) {
_music->loadSoundEffect(action->_messages[0], true, false);
break;
- case kActionShowDiff: {
- bool curWait = _anim->_waitForEffect;
- // Pause the engine until the sound is finished
- _anim->_waitForEffect = true;
+ case kActionShowDiff:
_graphics->readPict(action->_messages[0], true);
-
- // Restore the previous value of _waitForEffect
- _anim->_waitForEffect = curWait;
break;
- }
case kActionShowDiffLooping: // used in scene 44 (heart of the labyrinth, minotaur)
_graphics->readPict(action->_messages[0], false);