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author | Torbjörn Andersson | 2007-01-26 18:21:41 +0000 |
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committer | Torbjörn Andersson | 2007-01-26 18:21:41 +0000 |
commit | d2910fe758ef7dac8657a3a9faa85383a6cf0e9a (patch) | |
tree | d301669be09f6f89aae9919729038a26d6e3198f /engines/sword2/layers.cpp | |
parent | 7165d42c70c644a24c70e43a80301a8f38ddd8bc (diff) | |
download | scummvm-rg350-d2910fe758ef7dac8657a3a9faa85383a6cf0e9a.tar.gz scummvm-rg350-d2910fe758ef7dac8657a3a9faa85383a6cf0e9a.tar.bz2 scummvm-rg350-d2910fe758ef7dac8657a3a9faa85383a6cf0e9a.zip |
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.cpp | 2 |
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)); |