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authorMartin Kiewitz2013-09-22 20:13:33 +0200
committerMartin Kiewitz2013-09-22 20:13:33 +0200
commit551e263165c5906e4fb6b27de3f42d960553bd9e (patch)
treee0c603dd8ecdcd2af0d98834c50fe8642686e921 /engines/sci/sound
parentf1b0a7740855f9c16c537f161772483a9f850e96 (diff)
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SCI: revert fix music start code
add workaround for eq2 the issue is known, but can't be properly fixed without rewriting the midiparser into a channel specific parser previous commit caused issues in kq5/french and others
Diffstat (limited to 'engines/sci/sound')
-rw-r--r--engines/sci/sound/midiparser_sci.cpp57
-rw-r--r--engines/sci/sound/midiparser_sci.h1
-rw-r--r--engines/sci/sound/music.cpp20
3 files changed, 43 insertions, 35 deletions
diff --git a/engines/sci/sound/midiparser_sci.cpp b/engines/sci/sound/midiparser_sci.cpp
index 83b5bf520f..186fc18a5c 100644
--- a/engines/sci/sound/midiparser_sci.cpp
+++ b/engines/sci/sound/midiparser_sci.cpp
@@ -20,6 +20,9 @@
*
*/
+#include "sci/sci.h"
+#include "sci/engine/state.h"
+
#include "sci/engine/kernel.h"
#include "sci/engine/state.h"
#include "sci/sound/midiparser_sci.h"
@@ -103,18 +106,6 @@ bool MidiParser_SCI::loadMusic(SoundResource::Track *track, MusicEntry *psnd, in
return true;
}
-bool MidiParser_SCI::jumpToOffset(uint32 offset) {
- if (_activeTrack >= _numTracks)
- return false;
-
- assert(!_jumpingToTick); // This function must not be called while within MidiParser::jumpToTick()
-
- resetTracking();
- _position._playPos = _tracks[_activeTrack] + offset;
- parseNextEvent(_nextEvent);
- return true;
-}
-
byte MidiParser_SCI::midiGetNextChannel(long ticker) {
byte curr = 0xFF;
long closest = ticker + 1000000, next = 0;
@@ -543,9 +534,45 @@ void MidiParser_SCI::processEvent(const EventInfo &info, bool fireEvents) {
case 0xC:
if (info.channel() == 0xF) {// SCI special case
if (info.basic.param1 != kSetSignalLoop) {
- if (!_jumpingToTick) {
- _pSnd->setSignal(info.basic.param1);
- debugC(4, kDebugLevelSound, "signal %04x", info.basic.param1);
+ // At least in kq5/french&mac the first scene in the intro has
+ // a song that sets signal to 4 immediately on tick 0. Signal
+ // isn't set at that point by sierra sci and it would cause the
+ // castle daventry text to get immediately removed, so we
+ // currently filter it. Sierra SCI ignores them as well at that
+ // time. However, this filtering should only be performed for
+ // SCI1 and newer games. Signalling is done differently in SCI0
+ // though, so ignoring these signals in SCI0 games will result
+ // in glitches (e.g. the intro of LB1 Amiga gets stuck - bug
+ // #3297883). Refer to MusicEntry::setSignal() in sound/music.cpp.
+ // FIXME: SSCI doesn't start playing at the very beginning
+ // of the stream, but at a fixed location a few commands later.
+ // That is probably why this signal isn't triggered
+ // immediately there.
+ bool skipSignal = false;
+ if (_soundVersion >= SCI_VERSION_1_EARLY) {
+ if (!_position._playTick) {
+ skipSignal = true;
+ switch (g_sci->getGameId()) {
+ case GID_ECOQUEST2:
+ // In Eco Quest 2 room 530 - gonzales is supposed to dance
+ // WORKAROUND: we need to signal in this case on tick 0
+ // this whole issue is complicated and can only be properly fixed by
+ // changing the whole parser to a per-channel parser. SSCI seems to
+ // start each channel at offset 13 (may be 10 for us) and only
+ // starting at offset 0 when the music loops to the initial position.
+ if (g_sci->getEngineState()->currentRoomNumber() == 530)
+ skipSignal = false;
+ break;
+ default:
+ break;
+ }
+ }
+ }
+ if (!skipSignal) {
+ if (!_jumpingToTick) {
+ _pSnd->setSignal(info.basic.param1);
+ debugC(4, kDebugLevelSound, "signal %04x", info.basic.param1);
+ }
}
} else {
_loopTick = _position._playTick;
diff --git a/engines/sci/sound/midiparser_sci.h b/engines/sci/sound/midiparser_sci.h
index 098fbc2ccb..5784dca1ab 100644
--- a/engines/sci/sound/midiparser_sci.h
+++ b/engines/sci/sound/midiparser_sci.h
@@ -60,7 +60,6 @@ public:
bool loadMusic(byte *, uint32) {
return false;
}
- bool jumpToOffset(uint32 offset);
void sendInitCommands();
void unloadMusic();
void setMasterVolume(byte masterVolume);
diff --git a/engines/sci/sound/music.cpp b/engines/sci/sound/music.cpp
index fe017868b5..8c6d0d6431 100644
--- a/engines/sci/sound/music.cpp
+++ b/engines/sci/sound/music.cpp
@@ -518,25 +518,7 @@ void SciMusic::soundPlay(MusicEntry *pSnd) {
pSnd->hold = -1;
if (pSnd->status == kSoundStopped)
- if (_soundVersion <= SCI_VERSION_0_LATE) {
- // SCI0 sound subsystem seems to start at offset 0
- // Not starting at offset 0 for SCI0 games will result
- // in glitches (e.g. the intro of LB1 Amiga gets stuck - bug
- // #3297883). Refer to MusicEntry::setSignal() in sound/music.cpp.
- pSnd->pMidiParser->jumpToOffset(0);
- } else {
- // SCI1 sound subsystem starts at offset 10 (and also sets loop offset to 0)
- // At least in kq5/french&mac the first scene in the intro has
- // a song that sets signal to 4 immediately on tick 0. Signal
- // isn't set at that point by sierra sci and it would cause the
- // castle daventry text to get immediately removed.
- // Also Eco Quest 2 Gonzales Dances music (room 530) requires a signal
- // to get set exactly at tick 0. We previously didn't handle signals
- // on tick 0 for SCI1. Which then resulted in broken dance animations.
- // See bug #3037267
- // FIXME: maybe also change looping logic to use offset instead of ticks
- pSnd->pMidiParser->jumpToOffset(10);
- }
+ pSnd->pMidiParser->jumpToTick(0);
else {
// Fast forward to the last position and perform associated events when loading
pSnd->pMidiParser->jumpToTick(pSnd->ticker, true, true, true);