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author | Martin Kiewitz | 2010-07-18 16:22:16 +0000 |
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committer | Martin Kiewitz | 2010-07-18 16:22:16 +0000 |
commit | aa5a1ddb473237b0b7a857c974850424f5c8a576 (patch) | |
tree | 1984be73d074bebbede25c2ce07034b15bf2fdd9 /engines/sci/sound/music.cpp | |
parent | 46b27926b21dd1fac3b5948415670054ad67c6b8 (diff) | |
download | scummvm-rg350-aa5a1ddb473237b0b7a857c974850424f5c8a576.tar.gz scummvm-rg350-aa5a1ddb473237b0b7a857c974850424f5c8a576.tar.bz2 scummvm-rg350-aa5a1ddb473237b0b7a857c974850424f5c8a576.zip |
SCI: if game starts fading, stops music and later starts music again don't resume fading - fixes lsl6 music when going in from swimming pool
svn-id: r50995
Diffstat (limited to 'engines/sci/sound/music.cpp')
-rw-r--r-- | engines/sci/sound/music.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/engines/sci/sound/music.cpp b/engines/sci/sound/music.cpp index 55a7e1fdc4..533bee8170 100644 --- a/engines/sci/sound/music.cpp +++ b/engines/sci/sound/music.cpp @@ -388,6 +388,7 @@ void SciMusic::soundPlay(MusicEntry *pSnd) { } } + pSnd->fadeStep = 0; // just make sure that previous fading isn't continued pSnd->status = kSoundPlaying; } |