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authorThanasis Antoniou2019-03-27 12:39:24 +0200
committerThanasis Antoniou2019-03-27 12:39:24 +0200
commitbb719ba87c5d370c3a62a660118b6cb58576b61b (patch)
tree4260f6cf0dec8a8888bae7b25db1f39362ae2471 /engines/bladerunner/script/scene
parent5795e25d73dee1ba1363546b6f351031baa6f4d3 (diff)
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BLADERUNNER: Fix missing sound effects in some occassions
LABBUZZ sound for the maze and Animoid sounds Moved lab buzz in next scene's (PS10) init, and increased size of track buffer to compensate for frequently dropping sounds in places with mayne sound effects (eg Animoid Row, Izo's door and trapdoor)
Diffstat (limited to 'engines/bladerunner/script/scene')
-rw-r--r--engines/bladerunner/script/scene/ps10.cpp5
-rw-r--r--engines/bladerunner/script/scene/ps15.cpp7
2 files changed, 11 insertions, 1 deletions
diff --git a/engines/bladerunner/script/scene/ps10.cpp b/engines/bladerunner/script/scene/ps10.cpp
index eadcea523c..e2cbb5eb7c 100644
--- a/engines/bladerunner/script/scene/ps10.cpp
+++ b/engines/bladerunner/script/scene/ps10.cpp
@@ -416,6 +416,11 @@ void SceneScriptPS10::InitializeScene() {
Ambient_Sounds_Add_Sound(306, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(307, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(308, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
+#if BLADERUNNER_ORIGINAL_BUGS
+#else
+ // Moved here from PS15
+ Sound_Play(155, 90, 0, 0, 50); // LABBUZZ1.AUD
+#endif // BLADERUNNER_ORIGINAL_BUGS
}
void SceneScriptPS10::SceneLoaded() {
diff --git a/engines/bladerunner/script/scene/ps15.cpp b/engines/bladerunner/script/scene/ps15.cpp
index def00bfcbb..c8405e0e75 100644
--- a/engines/bladerunner/script/scene/ps15.cpp
+++ b/engines/bladerunner/script/scene/ps15.cpp
@@ -123,7 +123,12 @@ bool SceneScriptPS15::ClickedOnExit(int exitId) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -183.58f, -113.43f, 91.7f, 0, true, false, 0)) {
Actor_Says(kActorMcCoy, 4440, 18);
Actor_Says(kActorSergeantWalls, 150, 17);
- Sound_Play(155, 90, 0, 0, 50);
+#if BLADERUNNER_ORIGINAL_BUGS
+ // Sometimes the scene transition code (or the Ambient_Sounds_Remove_All_Non_Looping_Sounds)
+ // would stop this from playing (rare occasions)
+ // Solution: moved into PS10 code
+ Sound_Play(155, 90, 0, 0, 50); // LABBUZZ1.AUD
+#endif // BLADERUNNER_ORIGINAL_BUGS
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(kSetPS10_PS11_PS12_PS13, kScenePS10);