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authorwhiterandrek2018-06-13 20:36:39 +0300
committerEugene Sandulenko2018-06-28 23:51:32 +0200
commit4af995079ab49865697102f234951d94cd3f1e74 (patch)
tree2716ad3cb88d44394a7ab648ebf3e97b68a7e98a /engines
parent4701cbd7d5b30a1a00555ef3fd1cf0a16a02262d (diff)
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PINK: fix playing looped ActionPlayWithSfx
Diffstat (limited to 'engines')
-rw-r--r--engines/pink/objects/actions/action_play_with_sfx.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/engines/pink/objects/actions/action_play_with_sfx.cpp b/engines/pink/objects/actions/action_play_with_sfx.cpp
index 6d0bb7aa91..2e94098f39 100644
--- a/engines/pink/objects/actions/action_play_with_sfx.cpp
+++ b/engines/pink/objects/actions/action_play_with_sfx.cpp
@@ -52,9 +52,7 @@ void ActionPlayWithSfx::toConsole() {
void ActionPlayWithSfx::update() {
int currFrame = _decoder.getCurFrame();
if (_isLoop && currFrame == _stopFrame) {
- assert(_stopFrame == _decoder.getFrameCount() - 1); // to use ring frame
- assert(_startFrame == 0); // same
- _decoder.rewind();
+ setFrame(_startFrame);
decodeNext();
} else
ActionPlay::update();