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authorWillem Jan Palenstijn2013-04-19 20:00:07 +0200
committerWillem Jan Palenstijn2013-04-19 23:50:04 +0200
commite273a387a71944fb6c9ec735114c5c5774109761 (patch)
tree105df82cee52728b5deb69ee56243235666ee655 /engines/sci/sound
parentc5bd3ecb130186c8490b4293a5b4eb4d61780c7a (diff)
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SCI: Replace workaround for bug #3605269 by script patch
Diffstat (limited to 'engines/sci/sound')
-rw-r--r--engines/sci/sound/soundcmd.cpp12
1 files changed, 0 insertions, 12 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 873a16cc73..6b00f8b286 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -177,18 +177,6 @@ void SoundCommandParser::processPlaySound(reg_t obj) {
writeSelectorValue(_segMan, obj, SELECTOR(state), kSoundPlaying);
}
- // WORKAROUND: Songs 1840, 1843 and 1849 in the Windows version of KQ5CD
- // are all missing their channel 15 (all played during its ending
- // sequences, when fighting with Mordack). This makes the game scripts
- // wait indefinitely for the missing signals in these songs. In the
- // original interpreter, this bug manifests as an "Out of heap" error. We
- // signal the game scripts to stop waiting forever by setting the song's
- // dataInc selector to something other than 0. This causes Mordack's
- // appearing animation to occur a bit earlier than expected, but at least
- // the game doesn't freeze at that point. Fixes bug #3605269.
- if (g_sci->getGameId() == GID_KQ5 && (resourceId == 1840 || resourceId == 1843 || resourceId == 1849))
- musicSlot->dataInc = 1;
-
musicSlot->loop = readSelectorValue(_segMan, obj, SELECTOR(loop));
musicSlot->priority = readSelectorValue(_segMan, obj, SELECTOR(priority));
// Reset hold when starting a new song. kDoSoundSetHold is always called after