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authorWillem Jan Palenstijn2013-04-06 19:10:23 +0200
committerWillem Jan Palenstijn2013-04-06 20:31:34 +0200
commit5a2ef39335291fb7408a5552cda4ea0fcea292c0 (patch)
tree82805d465ebe8cc7750ddd6dd0f192be725ac044 /engines/sci
parent9155e8e1a1a4f38b9543af30f6b4a9477b7653c8 (diff)
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SCI: Revert "Fix script bug #3555404 - "SCI: KQ6 Spider Scene Game Freeze""
This reverts commit 8524ebd699254a6786033f0e41b9a45c563feb11.
Diffstat (limited to 'engines/sci')
-rw-r--r--engines/sci/sound/soundcmd.cpp39
1 files changed, 16 insertions, 23 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 2f182028ac..65dcf575ad 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -385,36 +385,29 @@ 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();
+ else
+ musicSlot->fadeStep = volume > musicSlot->fadeTo ? -5 : 5;
+ musicSlot->fadeTickerStep = argv[2].toUint16() * 16667 / _music->soundGetTempo();
+ musicSlot->fadeTicker = 0;
+
if (argc == 5) {
// TODO: We currently treat this argument as a boolean, but may
// have to handle different non-zero values differently. (e.g.,
- // some KQ6 scripts pass 3 here).
- // There is a script bug in KQ6, room 460 (the room with the flying
- // books). An object is passed here, which should not be treated as
- // a true flag. Fixes bugs #3555404 and #3291115.
- musicSlot->stopAfterFading = (argv[4].isNumber() && argv[4].toUint16() != 0);
+ // some KQ6 scripts pass 3 here)
+ musicSlot->stopAfterFading = (argv[4].toUint16() != 0);
} else {
musicSlot->stopAfterFading = false;
}
- 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) {
- // 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();
- else
- musicSlot->fadeStep = volume > musicSlot->fadeTo ? -5 : 5;
- musicSlot->fadeTickerStep = argv[2].toUint16() * 16667 / _music->soundGetTempo();
- } else {
- // Stop the music, if requested. Fixes bug #3555404.
- if (musicSlot->stopAfterFading)
- processStopSound(obj, false);
- }
-
- musicSlot->fadeTicker = 0;
-
// WORKAROUND/HACK: In the labyrinth in KQ6, when falling in the pit and
// lighting the lantern, the game scripts perform a fade in of the game
// music, but set it to stop after fading. Remove that flag here. This is