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authorFilippos Karapetis2010-01-02 15:58:55 +0000
committerFilippos Karapetis2010-01-02 15:58:55 +0000
commitf1b1005b38bb307b705ae61504b8391f45d37229 (patch)
treee7bd822aaa892f1181b6690621c032716f5230a1 /engines/sci
parentf62e2b2571b970edf5bf334dbd5a8e1b225a5a91 (diff)
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Notify the game scripts when fading effect is done
svn-id: r46888
Diffstat (limited to 'engines/sci')
-rw-r--r--engines/sci/sfx/soundcmd.cpp7
1 files changed, 5 insertions, 2 deletions
diff --git a/engines/sci/sfx/soundcmd.cpp b/engines/sci/sfx/soundcmd.cpp
index 3179f80a7c..f7ff987838 100644
--- a/engines/sci/sfx/soundcmd.cpp
+++ b/engines/sci/sfx/soundcmd.cpp
@@ -806,10 +806,13 @@ void SoundCommandParser::cmdUpdateCues(reg_t obj, int16 value) {
// Check if this signal is the end of the track or the end of fading effect.
// If this came from a fading effect, don't stop the track here, it'll be stopped
// by the engine scripts
- if (musicSlot->fadeSetVolume)
+ if (musicSlot->fadeSetVolume) {
musicSlot->fadeSetVolume = false;
- else
+ // Notify the game scripts that music fading is done
+ PUT_SEL32V(_segMan, obj, signal, SIGNAL_OFFSET);
+ } else {
cmdStopSound(obj, 0);
+ }
break;
default:
// Sync the signal of the sound object