aboutsummaryrefslogtreecommitdiff
path: root/engines/sci
diff options
context:
space:
mode:
authorMartin Kiewitz2010-07-18 16:22:16 +0000
committerMartin Kiewitz2010-07-18 16:22:16 +0000
commitaa5a1ddb473237b0b7a857c974850424f5c8a576 (patch)
tree1984be73d074bebbede25c2ce07034b15bf2fdd9 /engines/sci
parent46b27926b21dd1fac3b5948415670054ad67c6b8 (diff)
downloadscummvm-rg350-aa5a1ddb473237b0b7a857c974850424f5c8a576.tar.gz
scummvm-rg350-aa5a1ddb473237b0b7a857c974850424f5c8a576.tar.bz2
scummvm-rg350-aa5a1ddb473237b0b7a857c974850424f5c8a576.zip
SCI: if game starts fading, stops music and later starts music again don't resume fading - fixes lsl6 music when going in from swimming pool
svn-id: r50995
Diffstat (limited to 'engines/sci')
-rw-r--r--engines/sci/sound/music.cpp1
-rw-r--r--engines/sci/sound/soundcmd.cpp2
2 files changed, 2 insertions, 1 deletions
diff --git a/engines/sci/sound/music.cpp b/engines/sci/sound/music.cpp
index 55a7e1fdc4..533bee8170 100644
--- a/engines/sci/sound/music.cpp
+++ b/engines/sci/sound/music.cpp
@@ -388,6 +388,7 @@ void SciMusic::soundPlay(MusicEntry *pSnd) {
}
}
+ pSnd->fadeStep = 0; // just make sure that previous fading isn't continued
pSnd->status = kSoundPlaying;
}
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 037d86b6f5..30b7c97a94 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -300,7 +300,7 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {
// If sound is not playing currently, set signal directly
if (musicSlot->status != kSoundPlaying) {
- debugC(2, kDebugLevelSound, "kDoSound(fade): fading requested, but sound is currently not playing");
+ debugC(2, kDebugLevelSound, "kDoSound(fade): %04x:%04x fading requested, but sound is currently not playing", PRINT_REG(obj));
writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
return acc;
}