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author | Torbjörn Andersson | 2007-01-27 22:10:50 +0000 |
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committer | Torbjörn Andersson | 2007-01-27 22:10:50 +0000 |
commit | 0080ae687a720b4c05ca3baae6a88a4f63a618ca (patch) | |
tree | 20dfb4d8205d8f5874a8781dd79a5b52c269e96f /engines/sword2 | |
parent | 46609ad455bbc62ddd6393b5ea640fd94b965ef4 (diff) | |
download | scummvm-rg350-0080ae687a720b4c05ca3baae6a88a4f63a618ca.tar.gz scummvm-rg350-0080ae687a720b4c05ca3baae6a88a4f63a618ca.tar.bz2 scummvm-rg350-0080ae687a720b4c05ca3baae6a88a4f63a618ca.zip |
Stop movie lead-in/out when restarting the game (as I already claimed in a
comment that I was doing) to *really* fix bug #1645480. This time for sure...
svn-id: r25231
Diffstat (limited to 'engines/sword2')
-rw-r--r-- | engines/sword2/resman.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/sword2/resman.cpp b/engines/sword2/resman.cpp index 49ee60530f..a5eeb4a216 100644 --- a/engines/sword2/resman.cpp +++ b/engines/sword2/resman.cpp @@ -541,7 +541,7 @@ void ResourceManager::removeAll() { // will still believe that the sound resources are in memory. We also // need to kill the movie lead-in/out. - _vm->_sound->clearFxQueue(false); + _vm->_sound->clearFxQueue(true); for (uint i = 0; i < _totalResFiles; i++) remove(i); |