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author | Giovanni Bajo | 2017-12-31 13:55:33 +0100 |
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committer | Eugene Sandulenko | 2018-01-31 16:36:24 +0100 |
commit | 3a60637d77f620b94ae65fe137f99e6881075df2 (patch) | |
tree | 13d4fa10bd7f093d520c2bb25b91541cf5e695df /engines | |
parent | 09095d66479ecfe2d52ef6f6a1d8ed00f2eaa9dd (diff) | |
download | scummvm-rg350-3a60637d77f620b94ae65fe137f99e6881075df2.tar.gz scummvm-rg350-3a60637d77f620b94ae65fe137f99e6881075df2.tar.bz2 scummvm-rg350-3a60637d77f620b94ae65fe137f99e6881075df2.zip |
SCUMM: really implement lipsync
It looks like the code was there, but it was never fully implemented
because _curSoundPos was never being incremented. Experimentally,
it looks like it works if it is a 60FPS counter.
Diffstat (limited to 'engines')
-rw-r--r-- | engines/scumm/sound.cpp | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/engines/scumm/sound.cpp b/engines/scumm/sound.cpp index 98958a3050..318a0b8180 100644 --- a/engines/scumm/sound.cpp +++ b/engines/scumm/sound.cpp @@ -448,14 +448,15 @@ void Sound::processSfxQueues() { finished = !isSoundRunning(1); } else { finished = !_mixer->isSoundHandleActive(*_talkChannelHandle); + // calculate speech sound position simulating increment at 60FPS + _curSoundPos = (_mixer->getSoundElapsedTime(*_talkChannelHandle) * 60) / 1000; } if ((uint) act < 0x80 && ((_vm->_game.version == 8) || (_vm->_game.version <= 7 && !_vm->_string[0].no_talk_anim))) { a = _vm->derefActor(act, "processSfxQueues"); if (a->isInCurrentRoom()) { - if (isMouthSyncOff(_curSoundPos) && !_mouthSyncMode) { - if (!_endOfMouthSync) - a->runActorTalkScript(a->_talkStopFrame); + if (isMouthSyncOff(_curSoundPos) && _mouthSyncMode) { + a->runActorTalkScript(a->_talkStopFrame); _mouthSyncMode = 0; } else if (isMouthSyncOff(_curSoundPos) == 0 && !_mouthSyncMode) { a->runActorTalkScript(a->_talkStartFrame); |