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author | Thanasis Antoniou | 2019-04-02 20:13:46 +0300 |
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committer | Thanasis Antoniou | 2019-04-02 20:17:31 +0300 |
commit | 8a239c1c76a379182365038f441cf4e4519450c7 (patch) | |
tree | b3df3646b78fb0537420598b31ced4514caf941c /engines | |
parent | c47237e5b9d5b6d28ecc39757c13b54fb2f8aa23 (diff) | |
download | scummvm-rg350-8a239c1c76a379182365038f441cf4e4519450c7.tar.gz scummvm-rg350-8a239c1c76a379182365038f441cf4e4519450c7.tar.bz2 scummvm-rg350-8a239c1c76a379182365038f441cf4e4519450c7.zip |
BLADERUNNER: Removing looping sounds after Gaff ending
Prevents sound popping between ending outtake and credits
Diffstat (limited to 'engines')
-rw-r--r-- | engines/bladerunner/script/scene/kp06.cpp | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/engines/bladerunner/script/scene/kp06.cpp b/engines/bladerunner/script/scene/kp06.cpp index 0828b4d005..f9ce2a7d1f 100644 --- a/engines/bladerunner/script/scene/kp06.cpp +++ b/engines/bladerunner/script/scene/kp06.cpp @@ -217,6 +217,14 @@ void SceneScriptKP06::PlayerWalkedIn() { Actor_Says(kActorGaff, 310, -1); Delay(3000); Outtake_Play(kOuttakeEnd7, false, -1); +#if BLADERUNNER_ORIGINAL_BUGS +#else + // match behavior of other ending outtakes + // but do it after the cutscene, + // since this particular cutscene has no sound + Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); + Ambient_Sounds_Remove_All_Looping_Sounds(1); +#endif // BLADERUNNER_ORIGINAL_BUGS Game_Over(); } return; // true; |