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authorTorbjörn Andersson2007-01-26 18:21:41 +0000
committerTorbjörn Andersson2007-01-26 18:21:41 +0000
commitd2910fe758ef7dac8657a3a9faa85383a6cf0e9a (patch)
treed301669be09f6f89aae9919729038a26d6e3198f /engines/sword2/layers.cpp
parent7165d42c70c644a24c70e43a80301a8f38ddd8bc (diff)
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Added separate function for playing cutscene lead-in/out sounds, and made sure
that these are stopped whenever the engine is going to do a mass killing of game resources, e.g. when restoring or restarting the game. Should fix bug #1645480. (This was a regression added during the rewrite to support DXA.) svn-id: r25204
Diffstat (limited to 'engines/sword2/layers.cpp')
-rw-r--r--engines/sword2/layers.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/sword2/layers.cpp b/engines/sword2/layers.cpp
index b64ae1de83..5d9f78799e 100644
--- a/engines/sword2/layers.cpp
+++ b/engines/sword2/layers.cpp
@@ -52,7 +52,7 @@ void Screen::initBackground(int32 res, int32 new_palette) {
assert(res);
- _vm->_sound->clearFxQueue();
+ _vm->_sound->clearFxQueue(false);
waitForFade();
debug(1, "CHANGED TO LOCATION \"%s\"", _vm->_resman->fetchName(res));