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authorMartin Kiewitz2013-09-22 15:40:51 +0200
committerMartin Kiewitz2013-09-22 15:40:51 +0200
commitf1b0a7740855f9c16c537f161772483a9f850e96 (patch)
treeed9d2c91b5bbf95d4354ebb79840e83b813ccbf0 /engines
parentf5115dd91e48be817c2a5139b118db38597b64dd (diff)
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SCI: fix music start code fixes eq2 bug #3037267
we start at offset 10 for sound SCI1 games. This is hardcoded in the interpreter. Also removing not handling signals on tick 0. This fixes Eco Quest 2 / Gonzales dancing in room 530. Thanks to wjp for the help.
Diffstat (limited to 'engines')
-rw-r--r--engines/sci/sound/midiparser_sci.cpp34
-rw-r--r--engines/sci/sound/midiparser_sci.h1
-rw-r--r--engines/sci/sound/music.cpp20
3 files changed, 35 insertions, 20 deletions
diff --git a/engines/sci/sound/midiparser_sci.cpp b/engines/sci/sound/midiparser_sci.cpp
index d6ff4f6cc8..83b5bf520f 100644
--- a/engines/sci/sound/midiparser_sci.cpp
+++ b/engines/sci/sound/midiparser_sci.cpp
@@ -103,6 +103,18 @@ bool MidiParser_SCI::loadMusic(SoundResource::Track *track, MusicEntry *psnd, in
return true;
}
+bool MidiParser_SCI::jumpToOffset(uint32 offset) {
+ if (_activeTrack >= _numTracks)
+ return false;
+
+ assert(!_jumpingToTick); // This function must not be called while within MidiParser::jumpToTick()
+
+ resetTracking();
+ _position._playPos = _tracks[_activeTrack] + offset;
+ parseNextEvent(_nextEvent);
+ return true;
+}
+
byte MidiParser_SCI::midiGetNextChannel(long ticker) {
byte curr = 0xFF;
long closest = ticker + 1000000, next = 0;
@@ -531,25 +543,9 @@ void MidiParser_SCI::processEvent(const EventInfo &info, bool fireEvents) {
case 0xC:
if (info.channel() == 0xF) {// SCI special case
if (info.basic.param1 != kSetSignalLoop) {
- // At least in kq5/french&mac the first scene in the intro has
- // a song that sets signal to 4 immediately on tick 0. Signal
- // isn't set at that point by sierra sci and it would cause the
- // castle daventry text to get immediately removed, so we
- // currently filter it. Sierra SCI ignores them as well at that
- // time. However, this filtering should only be performed for
- // SCI1 and newer games. Signalling is done differently in SCI0
- // though, so ignoring these signals in SCI0 games will result
- // in glitches (e.g. the intro of LB1 Amiga gets stuck - bug
- // #3297883). Refer to MusicEntry::setSignal() in sound/music.cpp.
- // FIXME: SSCI doesn't start playing at the very beginning
- // of the stream, but at a fixed location a few commands later.
- // That is probably why this signal isn't triggered
- // immediately there.
- if (_soundVersion <= SCI_VERSION_0_LATE || _position._playTick) {
- if (!_jumpingToTick) {
- _pSnd->setSignal(info.basic.param1);
- debugC(4, kDebugLevelSound, "signal %04x", info.basic.param1);
- }
+ if (!_jumpingToTick) {
+ _pSnd->setSignal(info.basic.param1);
+ debugC(4, kDebugLevelSound, "signal %04x", info.basic.param1);
}
} else {
_loopTick = _position._playTick;
diff --git a/engines/sci/sound/midiparser_sci.h b/engines/sci/sound/midiparser_sci.h
index 5784dca1ab..098fbc2ccb 100644
--- a/engines/sci/sound/midiparser_sci.h
+++ b/engines/sci/sound/midiparser_sci.h
@@ -60,6 +60,7 @@ public:
bool loadMusic(byte *, uint32) {
return false;
}
+ bool jumpToOffset(uint32 offset);
void sendInitCommands();
void unloadMusic();
void setMasterVolume(byte masterVolume);
diff --git a/engines/sci/sound/music.cpp b/engines/sci/sound/music.cpp
index 8c6d0d6431..fe017868b5 100644
--- a/engines/sci/sound/music.cpp
+++ b/engines/sci/sound/music.cpp
@@ -518,7 +518,25 @@ void SciMusic::soundPlay(MusicEntry *pSnd) {
pSnd->hold = -1;
if (pSnd->status == kSoundStopped)
- pSnd->pMidiParser->jumpToTick(0);
+ if (_soundVersion <= SCI_VERSION_0_LATE) {
+ // SCI0 sound subsystem seems to start at offset 0
+ // Not starting at offset 0 for SCI0 games will result
+ // in glitches (e.g. the intro of LB1 Amiga gets stuck - bug
+ // #3297883). Refer to MusicEntry::setSignal() in sound/music.cpp.
+ pSnd->pMidiParser->jumpToOffset(0);
+ } else {
+ // SCI1 sound subsystem starts at offset 10 (and also sets loop offset to 0)
+ // At least in kq5/french&mac the first scene in the intro has
+ // a song that sets signal to 4 immediately on tick 0. Signal
+ // isn't set at that point by sierra sci and it would cause the
+ // castle daventry text to get immediately removed.
+ // Also Eco Quest 2 Gonzales Dances music (room 530) requires a signal
+ // to get set exactly at tick 0. We previously didn't handle signals
+ // on tick 0 for SCI1. Which then resulted in broken dance animations.
+ // See bug #3037267
+ // FIXME: maybe also change looping logic to use offset instead of ticks
+ pSnd->pMidiParser->jumpToOffset(10);
+ }
else {
// Fast forward to the last position and perform associated events when loading
pSnd->pMidiParser->jumpToTick(pSnd->ticker, true, true, true);