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authorWillem Jan Palenstijn2013-04-06 19:08:26 +0200
committerWillem Jan Palenstijn2013-04-06 20:31:34 +0200
commit9155e8e1a1a4f38b9543af30f6b4a9477b7653c8 (patch)
tree2fb706b0235e65f0b53c32f93f65c5068cd9dfae /engines/sci/sound/soundcmd.cpp
parent0f2fae14cc238494fa4371428a1368eed547828c (diff)
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SCI: Revert "Properly fix bugs #3267956 and #3605377"
This reverts commit 17ca8d14b1e0d1960485029878c728ef4d6d6132, except for a minor unrelated change to the workaround for bug #3605269 Conflicts: engines/sci/sound/soundcmd.cpp
Diffstat (limited to 'engines/sci/sound/soundcmd.cpp')
-rw-r--r--engines/sci/sound/soundcmd.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 0312c02f16..2f182028ac 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -385,8 +385,6 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {
case 4: // SCI01+
case 5: // SCI1+ (SCI1 late sound scheme), with fade and continue
- musicSlot->fadeTo = CLIP<uint16>(argv[1].toUint16(), 0, MUSIC_VOLUME_MAX);
-
if (argc == 5) {
// TODO: We currently treat this argument as a boolean, but may
// have to handle different non-zero values differently. (e.g.,
@@ -394,13 +392,12 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {
// There is a script bug in KQ6, room 460 (the room with the flying
// books). An object is passed here, which should not be treated as
// a true flag. Fixes bugs #3555404 and #3291115.
- // We should only stop after fading if the music is fading down. Fixes
- // bugs #3267956 and #3605377.
- musicSlot->stopAfterFading = (argv[4].isNumber() && argv[4].toUint16() != 0 && musicSlot->fadeTo < musicSlot->volume);
+ musicSlot->stopAfterFading = (argv[4].isNumber() && argv[4].toUint16() != 0);
} else {
musicSlot->stopAfterFading = false;
}
+ musicSlot->fadeTo = CLIP<uint16>(argv[1].toUint16(), 0, MUSIC_VOLUME_MAX);
// Check if the song is already at the requested volume. If it is, don't
// perform any fading. Happens for example during the intro of Longbow.
if (musicSlot->fadeTo != musicSlot->volume) {
@@ -410,20 +407,23 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {
else
musicSlot->fadeStep = volume > musicSlot->fadeTo ? -5 : 5;
musicSlot->fadeTickerStep = argv[2].toUint16() * 16667 / _music->soundGetTempo();
- // Reset the song signal when starting to fade. Fixes bug #3267956,
- // where it was set to -1 when fading started, thus it stopped immediately
- musicSlot->signal = 0;
} else {
// Stop the music, if requested. Fixes bug #3555404.
- // Reset the song signal when starting to fade. Fixes bug #3267956,
- // where it was set to -1 when fading started, thus it stopped immediately
if (musicSlot->stopAfterFading)
processStopSound(obj, false);
- else
- musicSlot->signal = 0;
}
musicSlot->fadeTicker = 0;
+
+ // WORKAROUND/HACK: In the labyrinth in KQ6, when falling in the pit and
+ // lighting the lantern, the game scripts perform a fade in of the game
+ // music, but set it to stop after fading. Remove that flag here. This is
+ // marked as both a workaround and a hack because this issue could be a
+ // problem with our fading code and an incorrect handling of that
+ // parameter, or a script bug in that scene. Fixes bug #3267956.
+ if (g_sci->getGameId() == GID_KQ6 && g_sci->getEngineState()->currentRoomNumber() == 406 &&
+ musicSlot->resourceId == 400)
+ musicSlot->stopAfterFading = false;
break;
default: