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authorTorbjörn Andersson2009-02-16 21:57:22 +0000
committerTorbjörn Andersson2009-02-16 21:57:22 +0000
commitdbb8ad9da18a4289071bec086f64b8e79f92fb19 (patch)
tree5fc17147c831f303a160a7cffe33115375bffba3
parent57749fc9af12f2e94db5970b92c917b035fa15b0 (diff)
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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.cpp3
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;