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authorWillem Jan Palenstijn2013-04-07 18:21:25 +0200
committerWillem Jan Palenstijn2013-04-07 18:22:41 +0200
commitcdf1900ce09afcef7d32d5126679730ada8f2a69 (patch)
tree1cbf97cd85595f21d5041ebbd1f2f6d236af29d3 /engines/sci/sound/soundcmd.cpp
parent0a4494a7605c2f59118f2cb4f130dd06f6e8a79b (diff)
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SCI: Add signal/fade related CHECKME
Diffstat (limited to 'engines/sci/sound/soundcmd.cpp')
-rw-r--r--engines/sci/sound/soundcmd.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 6fe35be91f..873a16cc73 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -517,6 +517,8 @@ void SoundCommandParser::processUpdateCues(reg_t obj) {
// fireworks).
// It is also needed in other games, e.g. LSL6 when talking to the
// receptionist (bug #3192166).
+ // CHECKME: At least kq5cd/win and kq6 set signal to 0xFE here, but
+ // kq5cd/dos does not set signal at all. Needs more investigation.
writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
if (_soundVersion <= SCI_VERSION_0_LATE) {
processStopSound(obj, false);