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authorTorbjörn Andersson2012-01-14 09:25:52 +0100
committerTorbjörn Andersson2012-01-14 09:25:52 +0100
commit28d5922ccaf909dc52688d41da255dff44078a35 (patch)
treebf01418784eadb6a538d4d84bfe080870e8a718e /engines
parent209012a88ea89aef380f856a3d795685925ed269 (diff)
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SCUMM: Fix workaround for Dig spider lair sound glitch
The soundKludge() function assumes there are always 8 parameters for Digital iMUSE script commands.
Diffstat (limited to 'engines')
-rw-r--r--engines/scumm/script.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/scumm/script.cpp b/engines/scumm/script.cpp
index c9e3edd728..37ea3a9a9f 100644
--- a/engines/scumm/script.cpp
+++ b/engines/scumm/script.cpp
@@ -943,7 +943,7 @@ void ScummEngine::runExitScript() {
// effect is also used in room 33, so let's do the same fade out that it
// does in that room's exit script.
if (_game.id == GID_DIG && _currentRoom == 44) {
- int scriptCmds[] = { 14, 215, 0x600, 0, 30 };
+ int scriptCmds[] = { 14, 215, 0x600, 0, 30, 0, 0, 0 };
_sound->soundKludge(scriptCmds, ARRAYSIZE(scriptCmds));
}
#endif