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author | md5 | 2011-02-24 02:17:28 +0200 |
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committer | md5 | 2011-02-24 02:17:28 +0200 |
commit | 9ad4ad1abc75e6393617ea9c5ca8fdfc2c8de6c4 (patch) | |
tree | f553e3aabab4cf74f62990bf3b365a89448c40e2 /engines/sci/sound | |
parent | 0f9ad1a52f8df62e5d01b8a190c8d5e87e1ac8bd (diff) | |
download | scummvm-rg350-9ad4ad1abc75e6393617ea9c5ca8fdfc2c8de6c4.tar.gz scummvm-rg350-9ad4ad1abc75e6393617ea9c5ca8fdfc2c8de6c4.tar.bz2 scummvm-rg350-9ad4ad1abc75e6393617ea9c5ca8fdfc2c8de6c4.zip |
SCI: Fixed two bugs related to music fading
- bug #3037594: "KQ5: Music not fading when brigands leave temple"
- bug #3044844: "LONGBOW: Intro skips each first verse of song"
Diffstat (limited to 'engines/sci/sound')
-rw-r--r-- | engines/sci/sound/soundcmd.cpp | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp index 45a3e09453..0017fe0c0b 100644 --- a/engines/sci/sound/soundcmd.cpp +++ b/engines/sci/sound/soundcmd.cpp @@ -445,9 +445,13 @@ void SoundCommandParser::processUpdateCues(reg_t obj) { if (musicSlot->fadeCompleted) { musicSlot->fadeCompleted = false; - // We need signal for sci0 at least in iceman as well (room 14, fireworks) - writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET); if (_soundVersion <= SCI_VERSION_0_LATE) { + // We need signal for sci0 at least in iceman as well (room 14, fireworks) + // Note: We should not set the signal here when fading is done in later + // games. This fixes the dialog boxes disappearing too quickly in the + // intro of Longbow (bug #3044844). It also fixes the music not fading out + // when the bandits leave the temple in KQ5 (bug #3037594). + writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET); processStopSound(obj, false); } else { if (musicSlot->stopAfterFading) |