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authorFilippos Karapetis2012-06-26 13:22:05 +0300
committerFilippos Karapetis2012-06-26 13:22:05 +0300
commit152b340a9ac502434e99da79e880625626209adc (patch)
treedaa190a3bb7f7671340d5592268f2d86e440e666 /engines/sci
parent7e66cbd468a5b89eaf170d5e0fb3bb312365628c (diff)
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SCI: Remove a music fading hack used for the intro of Longbow
Diffstat (limited to 'engines/sci')
-rw-r--r--engines/sci/sound/soundcmd.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 989df7c8a1..cbb5cab4fe 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -368,6 +368,11 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {
case 4: // SCI01+
case 5: // SCI1+ (SCI1 late sound scheme), with fade and continue
musicSlot->fadeTo = CLIP<uint16>(argv[1].toUint16(), 0, MUSIC_VOLUME_MAX);
+ // Check if the song is already at the requested volume. If it is, don't
+ // perform any fading. Happens for example during the intro of Longbow.
+ if (musicSlot->fadeTo == musicSlot->volume)
+ return acc;
+
// sometimes we get objects in that position, fix it up (ffs. workarounds)
if (!argv[1].getSegment())
musicSlot->fadeStep = volume > musicSlot->fadeTo ? -argv[3].toUint16() : argv[3].toUint16();
@@ -497,12 +502,7 @@ void SoundCommandParser::processUpdateCues(reg_t obj) {
// fireworks).
// It is also needed in other games, e.g. LSL6 when talking to the
// receptionist (bug #3192166).
- if (g_sci->getGameId() == GID_LONGBOW && g_sci->getEngineState()->currentRoomNumber() == 95) {
- // HACK: Don't set a signal here in the intro of Longbow, as that makes some dialog
- // boxes disappear too soon (bug #3044844).
- } else {
- writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
- }
+ writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
if (_soundVersion <= SCI_VERSION_0_LATE) {
processStopSound(obj, false);
} else {