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author | Willem Jan Palenstijn | 2014-12-13 14:08:34 +0100 |
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committer | Willem Jan Palenstijn | 2014-12-13 14:09:36 +0100 |
commit | 4e20a93931685c5a5e37a869c6ef57ed9f78aa83 (patch) | |
tree | bf382f8dc003a08b1cbba7e706458c86e57a9040 /engines/sci | |
parent | fd6731c9b6f3977b2d03d1e6db2522e0769d8f33 (diff) | |
download | scummvm-rg350-4e20a93931685c5a5e37a869c6ef57ed9f78aa83.tar.gz scummvm-rg350-4e20a93931685c5a5e37a869c6ef57ed9f78aa83.tar.bz2 scummvm-rg350-4e20a93931685c5a5e37a869c6ef57ed9f78aa83.zip |
SCI: Fix comment for workaround.
The previous explanation just wasn't true.
Diffstat (limited to 'engines/sci')
-rw-r--r-- | engines/sci/engine/savegame.cpp | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/engines/sci/engine/savegame.cpp b/engines/sci/engine/savegame.cpp index 9decc4cef6..0b55425406 100644 --- a/engines/sci/engine/savegame.cpp +++ b/engines/sci/engine/savegame.cpp @@ -640,9 +640,11 @@ void SoundCommandParser::reconstructPlayList() { initSoundResource(*i); if ((*i)->status == kSoundPlaying) { - // Sync the sound object's selectors related to playing with the stored - // ones in the playlist, as they may have been invalidated when loading. - // Refer to bug #3104624. + // WORKAROUND: PQ3 (German?) scripts can set volume negative in the + // sound object directly without going through DoSound. + // Since we re-read this selector when re-playing the sound after loading, + // this will lead to unexpected behaviour. As a workaround we + // sync the sound object's selectors here. (See bug #5501) writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(loop), (*i)->loop); writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(priority), (*i)->priority); if (_soundVersion >= SCI_VERSION_1_EARLY) |