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authorMax Horn2003-05-03 11:42:25 +0000
committerMax Horn2003-05-03 11:42:25 +0000
commit029b99691a34c59feabefca83c3e979a63ca8a7e (patch)
tree7efcbc32d9199ff2485283f591470a9f6631df13 /scumm/sound.cpp
parent14a90f1339c6531e6267ae4cb23ba2016af22ec5 (diff)
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hack that avoids buglet where music doesn't stop in MonkeyVGA/EGA
svn-id: r7280
Diffstat (limited to 'scumm/sound.cpp')
-rw-r--r--scumm/sound.cpp15
1 files changed, 15 insertions, 0 deletions
diff --git a/scumm/sound.cpp b/scumm/sound.cpp
index a34b9d83b9..1f0abc11c5 100644
--- a/scumm/sound.cpp
+++ b/scumm/sound.cpp
@@ -423,6 +423,21 @@ void Sound::playSound(int soundID) {
if (_scumm->_features & GF_OLD_BUNDLE)
return; // FIXME
+ if (_scumm->_gameId == GID_MONKEY_VGA || _scumm->_gameId == GID_MONKEY_EGA) {
+ // FIXME: This evil hack works around the fact that in some
+ // places in MonkeyVGA, the music is never explicitly stopped.
+ // Rather it seems that starting a new music is supposed to
+ // automatically stop the old song.
+ // This hack relays on the fact that we currently don't support SFX
+ // in these games, only music. Once we add SFX support, we'll have to
+ // revise it / replace it by a proper fix.
+ static int lastSound = -1;
+ if (lastSound > 0 && ptr) {
+ stopSound(lastSound);
+ lastSound = soundID;
+ }
+ }
+
if (_scumm->_imuse) {
_scumm->getResourceAddress(rtSound, soundID);
_scumm->_imuse->startSound(soundID);