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authorWillem Jan Palenstijn2013-11-23 16:11:07 +0100
committerWillem Jan Palenstijn2013-11-23 16:11:07 +0100
commit8cc82d0a0b290a5d7cfdd15b22304fe4e33422a2 (patch)
tree9d38f1e7f62b3e0f1518ed5749f0d516adeb684e /engines/sci/sound
parent35617bf6015a7d32e048789c0ff7c356e40f6706 (diff)
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SCI: Make fade signal version check more precise
Diffstat (limited to 'engines/sci/sound')
-rw-r--r--engines/sci/sound/soundcmd.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 92fbdbf604..aa2a309f4d 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -511,10 +511,12 @@ void SoundCommandParser::processUpdateCues(reg_t obj) {
// 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 (_soundVersion >= SCI_VERSION_1_LATE)
+ if (getSciVersion() >= SCI_VERSION_1_LATE)
sig = 0xFFFE;
else
sig = SIGNAL_OFFSET;