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authorThanasis Antoniou2019-04-02 20:13:46 +0300
committerThanasis Antoniou2019-04-02 20:17:31 +0300
commit8a239c1c76a379182365038f441cf4e4519450c7 (patch)
treeb3df3646b78fb0537420598b31ced4514caf941c /engines
parentc47237e5b9d5b6d28ecc39757c13b54fb2f8aa23 (diff)
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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.cpp8
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;