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authorJamieson Christian2003-09-14 20:34:48 +0000
committerJamieson Christian2003-09-14 20:34:48 +0000
commitd91278198b40cb86d9816971904fbad1e9bcfbf3 (patch)
tree24a38d4046079245ea2cd592a6044b4e86040a11 /scumm/resource.cpp
parent6512592d0f0be9afcc0f3aa30b1b505490ebea54 (diff)
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Fix for Bug [805593] MI2: Music stops in LeChuck's fortress
Implemented _cmd_queue save/load. In addition to requiring _cmd_queue information, this bug arises from a rare assumption that sound resources are loaded in memory even though they aren't currently playing. Therefore, a list of sound resources loaded in memory is included in the savegame, so that all relevant sound resources are reloaded when the savegame is loaded. This also fixes an unreported music bug in S&M when saving a game while outside the Bumpusville mansion. As a result of savegame format modifications, we are now at savegame version 23. svn-id: r10254
Diffstat (limited to 'scumm/resource.cpp')
-rw-r--r--scumm/resource.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scumm/resource.cpp b/scumm/resource.cpp
index 12968a90f5..b9c1d209c6 100644
--- a/scumm/resource.cpp
+++ b/scumm/resource.cpp
@@ -2131,7 +2131,7 @@ void Scumm::allocateArrays() {
_numCostumes, "costume", 1);
allocResTypeData(rtRoom, MKID('ROOM'), _numRooms, "room", 1);
allocResTypeData(rtRoomScripts, MKID('RMSC'), _numRooms, "room script", 1);
- allocResTypeData(rtSound, MKID('SOUN'), _numSounds, "sound", 1);
+ allocResTypeData(rtSound, MKID('SOUN'), _numSounds, "sound", 2);
allocResTypeData(rtScript, MKID('SCRP'), _numScripts, "script", 1);
allocResTypeData(rtCharset, MKID('CHAR'), _numCharsets, "charset", 1);
allocResTypeData(rtObjectName, MKID('NONE'), _numNewNames, "new name", 0);