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author | Filippos Karapetis | 2013-07-08 12:18:23 +0300 |
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committer | Filippos Karapetis | 2013-07-08 12:19:15 +0300 |
commit | 6fa668e32a86c89a88144dbe6862cb917c0d8870 (patch) | |
tree | ae1ee68c5789bf7711f663ae103699d3b22fa3b6 /engines | |
parent | 9999a0e2101292f907d1b5c0cabcee4b05635bee (diff) | |
download | scummvm-rg350-6fa668e32a86c89a88144dbe6862cb917c0d8870.tar.gz scummvm-rg350-6fa668e32a86c89a88144dbe6862cb917c0d8870.tar.bz2 scummvm-rg350-6fa668e32a86c89a88144dbe6862cb917c0d8870.zip |
SCI: Add some comments a possible TODO regarding song looping
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sci/sound/midiparser_sci.cpp | 17 |
1 files changed, 16 insertions, 1 deletions
diff --git a/engines/sci/sound/midiparser_sci.cpp b/engines/sci/sound/midiparser_sci.cpp index 00089cd4c3..938455c24a 100644 --- a/engines/sci/sound/midiparser_sci.cpp +++ b/engines/sci/sound/midiparser_sci.cpp @@ -536,6 +536,11 @@ void MidiParser_SCI::parseNextEvent(EventInfo &info) { // Check if the hold ID marker is the same as the hold ID // marker set for that song by cmdSetSoundHold. // If it is, loop back, but don't stop notes when jumping. + // We need to wait for the delta of the current event before + // jumping, as in LSL6, this ends up jumping forward one tick + // (the hold marker occurs at playtick 27, with loopTick + // being 15 and the event itself having a tick of 13, + // total = 28) - bug #3614566. if (info.basic.param2 == _pSnd->hold) { _jumpToHoldTick = true; } @@ -640,7 +645,17 @@ void MidiParser_SCI::parseNextEvent(EventInfo &info) { // (e.g. song 110, during the intro). The original interpreter // treats this case as an infinite loop (bug #3311911). if (_pSnd->loop || _pSnd->hold > 0) { - // We need to play it again... + // TODO: this jump is also vulnerable to the same lockup as + // the MIDI hold one above. However, we can't perform the + // jump on the next tick like with the MIDI hold jump above, + // as there aren't any subsequent MIDI events after this one. + // This assert is here to detect cases where the song jumps + // forward, like with the hold jump above (however, this + // scenario sounds less likely to occur with this jump). Note + // that we haven't yet found a scene where this jump might + // lock up, + assert(_loopTick + info.delta < _position._playTick); + uint32 extraDelta = info.delta; jumpToTick(_loopTick); _nextEvent.delta += extraDelta; |