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author | Filippos Karapetis | 2010-01-04 16:16:58 +0000 |
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committer | Filippos Karapetis | 2010-01-04 16:16:58 +0000 |
commit | 5560f93c2a9fe2b686072c717d978adb353498fe (patch) | |
tree | 3e7ce4e85aea469238a87dafcb87709e8ac09f8c /engines/sci | |
parent | f245917d6f08be640574df2ce128ef7bd248b0b6 (diff) | |
download | scummvm-rg350-5560f93c2a9fe2b686072c717d978adb353498fe.tar.gz scummvm-rg350-5560f93c2a9fe2b686072c717d978adb353498fe.tar.bz2 scummvm-rg350-5560f93c2a9fe2b686072c717d978adb353498fe.zip |
SCI/new sound code: update sound cues when kGetEvent() is called, instead of kAnimate(), fixes music fading in LSL3
svn-id: r46973
Diffstat (limited to 'engines/sci')
-rw-r--r-- | engines/sci/engine/kevent.cpp | 11 | ||||
-rw-r--r-- | engines/sci/engine/kgraphics.cpp | 9 |
2 files changed, 11 insertions, 9 deletions
diff --git a/engines/sci/engine/kevent.cpp b/engines/sci/engine/kevent.cpp index e8f37ae535..43d5db55c3 100644 --- a/engines/sci/engine/kevent.cpp +++ b/engines/sci/engine/kevent.cpp @@ -141,6 +141,17 @@ reg_t kGetEvent(EngineState *s, int argc, reg_t *argv) { con->onFrame(); } +#ifndef USE_OLD_MUSIC_FUNCTIONS + if (s->detectDoSoundType() <= SCI_VERSION_0_LATE) { + // If we're running a SCI0 game, update the sound cues, to compensate + // for the fact that SCI0 does not poll to update the sound cues itself, + // like SCI01 and later do with cmdUpdateSoundCues. kAnimate is called + // quite often, so emulate the SCI01 behavior of cmdUpdateSoundCues with + // this call + s->_soundCmd->updateSci0Cues(); + } +#endif + return s->r_acc; } diff --git a/engines/sci/engine/kgraphics.cpp b/engines/sci/engine/kgraphics.cpp index 8e0b517547..9835aa6687 100644 --- a/engines/sci/engine/kgraphics.cpp +++ b/engines/sci/engine/kgraphics.cpp @@ -962,15 +962,6 @@ reg_t kAnimate(EngineState *s, int argc, reg_t *argv) { #ifdef USE_OLD_MUSIC_FUNCTIONS // Take care of incoming events (kAnimate is called semi-regularly) process_sound_events(s); -#else - if (s->detectDoSoundType() <= SCI_VERSION_0_LATE) { - // If we're running a SCI0 game, update the sound cues, to compensate - // for the fact that SCI0 does not poll to update the sound cues itself, - // like SCI01 and later do with cmdUpdateSoundCues. kAnimate is called - // quite often, so emulate the SCI01 behavior of cmdUpdateSoundCues with - // this call - s->_soundCmd->updateSci0Cues(); - } #endif s->_gui->animate(castListReference, cycle, argc, argv); |