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authorColin Snover2017-06-04 22:04:46 -0500
committerColin Snover2017-07-30 19:22:35 -0500
commitcaa8293fcec4441bd0470ba545877aaf8145d81f (patch)
tree6145f32d11a165080811f9d9f4a813318167cdd6 /po/fr_FR.po
parent5c3a2cf16afe29d950df4b6511b2d6c999561608 (diff)
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SCI32: Make sure audio is not paused from the future
This can occur when a save game from the past is loaded and the audio system was paused prior to loading the save game. This was fixed eventually in SSCI somewhere around GK2, since it pauses all audio before restoring a game and then resumes it after the save game is loaded (after all of the audio channels have been added from the save game). Since this would seem to be a problem for earlier games as well, this change is applied universally instead of being conditionally applied only to the games with interpreters containing this change. This patch contains some additional sanity checks that emit warnings if individual channels end up being started from the future. There was never such checking in SSCI, and it does not seem likely to ever happen, but it is unclear right now if this is an actual problem or not.
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