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author | Robert Göffringmann | 2003-08-18 20:36:55 +0000 |
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committer | Robert Göffringmann | 2003-08-18 20:36:55 +0000 |
commit | cc7700f01d98c1f2e56e9f3ad410743dbe2c8f91 (patch) | |
tree | ed90d0a0552584e2b7b4f6a536891c2d17cb011c | |
parent | 91ab462ce5630f229b8501346e60a1a8a03d079f (diff) | |
download | scummvm-rg350-cc7700f01d98c1f2e56e9f3ad410743dbe2c8f91.tar.gz scummvm-rg350-cc7700f01d98c1f2e56e9f3ad410743dbe2c8f91.tar.bz2 scummvm-rg350-cc7700f01d98c1f2e56e9f3ad410743dbe2c8f91.zip |
fix sfx restart after restoring a savegame
svn-id: r9770
-rw-r--r-- | sky/sound.cpp | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/sky/sound.cpp b/sky/sound.cpp index 3739b69bf8..acad413f9a 100644 --- a/sky/sound.cpp +++ b/sky/sound.cpp @@ -1083,8 +1083,10 @@ void SkySound::loadSection(uint8 pSection) { _sampleRates = _soundData + sRateTabOfs; _sfxInfo = _soundData + _sfxBaseOfs; - for (uint8 cnt = 0; cnt < 4; cnt++) - _sfxQueue[cnt].count = 0; + // if we just restored a savegame, the sfxqueue holds the sound we need to restart + if (!(SkyState::_systemVars.systemFlags & SF_GAME_RESTORED)) + for (uint8 cnt = 0; cnt < 4; cnt++) + _sfxQueue[cnt].count = 0; } void SkySound::playSound(uint16 sound, uint16 volume, uint8 channel) { |