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authorTorbjörn Andersson2015-07-09 23:26:44 +0200
committerTorbjörn Andersson2015-07-09 23:45:12 +0200
commit5de5a7afaaa138c923df31e61be9d0d4ed303d9e (patch)
tree3c3500aef3cddc1d60aadaeb625ec366e1f9a058 /engines/access/amazon/amazon_logic.cpp
parentf0a03fcd1b0190e6527df1d51e5a86c77f0f5195 (diff)
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ACCESS: Use looping audio stream for Amazon intro's projector sound
This is less prone to glitches than playing manually triggering the playing of the short non-looping version of the sound.
Diffstat (limited to 'engines/access/amazon/amazon_logic.cpp')
-rw-r--r--engines/access/amazon/amazon_logic.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/engines/access/amazon/amazon_logic.cpp b/engines/access/amazon/amazon_logic.cpp
index b2728ff246..b927243065 100644
--- a/engines/access/amazon/amazon_logic.cpp
+++ b/engines/access/amazon/amazon_logic.cpp
@@ -326,7 +326,6 @@ void Opening::doTitle() {
_vm->_buffer2.copyFrom(*_vm->_screen);
_vm->_buffer1.copyFrom(*_vm->_screen);
screen.forceFadeIn();
- _vm->_sound->playSound(1);
// WORKAROUND: This delay has been added to replace original game delay that
// came from loading resources, since nowadays it would be too fast to be visible
@@ -337,13 +336,14 @@ void Opening::doTitle() {
if (_vm->shouldQuit())
return;
+ _vm->_sound->playSound(1, true);
+
Resource *spriteData = _vm->_files->loadFile(0, 2);
_vm->_objectsTable[0] = new SpriteResource(_vm, spriteData);
delete spriteData;
_vm->_files->_setPaletteFlag = false;
_vm->_files->loadScreen(0, 4);
- _vm->_sound->playSound(1);
_vm->_buffer2.copyFrom(*_vm->_screen);
_vm->_buffer1.copyFrom(*_vm->_screen);
@@ -356,7 +356,6 @@ void Opening::doTitle() {
_vm->_buffer2.plotImage(_vm->_objectsTable[0], id, Common::Point(xp, 71));
_vm->_buffer2.copyTo(_vm->_screen);
- _vm->_sound->playSound(1);
_vm->_events->_vbCount = 70;
while (!_vm->shouldQuit() && _vm->_events->_vbCount > 0 && !_skipStart) {
_vm->_events->pollEventsAndWait();
@@ -368,6 +367,7 @@ void Opening::doTitle() {
return;
_vm->_sound->stopSound();
+ _vm->_sound->checkSoundQueue(); // HACK: Clear sound 1 from the queue
_vm->_sound->playSound(0);
screen.forceFadeOut();
_vm->_events->_vbCount = 100;