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authorMartin Kiewitz2013-12-04 20:42:50 +0100
committerMartin Kiewitz2013-12-04 20:42:50 +0100
commiteaf6367bb26b95af7e27ebbbb090664a3ad04e65 (patch)
treef4acee388f2591f0cfa0848aa337f9cca5733c0d /engines/sci/sound/soundcmd.cpp
parent8bdffcb2fb7aefc96aa10fde1bebd372233cac9d (diff)
parent203f562d375ac5c7cc665c8feac4020f8de2a5ff (diff)
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Merge branch 'master' of github.com:scummvm/scummvm
Diffstat (limited to 'engines/sci/sound/soundcmd.cpp')
-rw-r--r--engines/sci/sound/soundcmd.cpp16
1 files changed, 13 insertions, 3 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index e36c5705ab..aa2a309f4d 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -508,9 +508,19 @@ 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);
+ // TODO: More thorougly check the different SCI version:
+ // * SCI1late sets signal to 0xFE here. (With signal 0xFF
+ // duplicate music plays in LauraBow2CD - bug #6462)
+ // SCI1middle LSL1 1.000.510 does not have the 0xFE;
+ // SCI1late CastleDrBrain demo 1.000.005 does have the 0xFE.
+ // * Other SCI1 games seem to rely on processStopSound to set the signal
+ // * Need to check SCI0 behaviour.
+ uint16 sig;
+ if (getSciVersion() >= SCI_VERSION_1_LATE)
+ sig = 0xFFFE;
+ else
+ sig = SIGNAL_OFFSET;
+ writeSelectorValue(_segMan, obj, SELECTOR(signal), sig);
if (_soundVersion <= SCI_VERSION_0_LATE) {
processStopSound(obj, false);
} else {