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author | Willem Jan Palenstijn | 2013-04-19 20:00:07 +0200 |
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committer | Willem Jan Palenstijn | 2013-04-19 23:50:04 +0200 |
commit | e273a387a71944fb6c9ec735114c5c5774109761 (patch) | |
tree | 105df82cee52728b5deb69ee56243235666ee655 /engines/sci/sound | |
parent | c5bd3ecb130186c8490b4293a5b4eb4d61780c7a (diff) | |
download | scummvm-rg350-e273a387a71944fb6c9ec735114c5c5774109761.tar.gz scummvm-rg350-e273a387a71944fb6c9ec735114c5c5774109761.tar.bz2 scummvm-rg350-e273a387a71944fb6c9ec735114c5c5774109761.zip |
SCI: Replace workaround for bug #3605269 by script patch
Diffstat (limited to 'engines/sci/sound')
-rw-r--r-- | engines/sci/sound/soundcmd.cpp | 12 |
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 |