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author | Torbjörn Andersson | 2009-02-16 21:57:22 +0000 |
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committer | Torbjörn Andersson | 2009-02-16 21:57:22 +0000 |
commit | dbb8ad9da18a4289071bec086f64b8e79f92fb19 (patch) | |
tree | 5fc17147c831f303a160a7cffe33115375bffba3 | |
parent | 57749fc9af12f2e94db5970b92c917b035fa15b0 (diff) | |
download | scummvm-rg350-dbb8ad9da18a4289071bec086f64b8e79f92fb19.tar.gz scummvm-rg350-dbb8ad9da18a4289071bec086f64b8e79f92fb19.tar.bz2 scummvm-rg350-dbb8ad9da18a4289071bec086f64b8e79f92fb19.zip |
If the DXA cutscene audio fails to play for whatever reason (shouldn't happen in
BS1 since all the cutscenes have an audio track), assume audio and video are in
sync.
svn-id: r38384
-rw-r--r-- | engines/sword1/animation.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/engines/sword1/animation.cpp b/engines/sword1/animation.cpp index 47997b6810..76e29394e6 100644 --- a/engines/sword1/animation.cpp +++ b/engines/sword1/animation.cpp @@ -236,6 +236,9 @@ int32 DXAPlayerWithSound::getAudioLag() { if (!_fileStream) return 0; + if (!_mixer->isSoundHandleActive(*_bgSoundHandle)) + return 0; + int32 frameDelay = getFrameDelay(); int32 videoTime = _videoInfo.currentFrame * frameDelay; int32 audioTime; |