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authorTravis Howell2003-08-20 15:19:23 +0000
committerTravis Howell2003-08-20 15:19:23 +0000
commitf16aec61f0253f6677b91f1d99941f9c24c171c5 (patch)
treecf8e9dc5e72ba12563337a9d4da765244a9c77cb /scumm/sound.cpp
parentbe0d723e7f421a11b718d0526caf38be96ac7870 (diff)
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Fix speedy music regression in monkeyega/vga/pass.
Add unique tag to sfx when converting AD resources, to solve sfx cutting off music issue in monkeyega/vga. svn-id: r9801
Diffstat (limited to 'scumm/sound.cpp')
-rw-r--r--scumm/sound.cpp11
1 files changed, 4 insertions, 7 deletions
diff --git a/scumm/sound.cpp b/scumm/sound.cpp
index 86667d784b..0c6a7bc7c7 100644
--- a/scumm/sound.cpp
+++ b/scumm/sound.cpp
@@ -457,15 +457,12 @@ void Sound::playSound(int soundID) {
if (_scumm->_features & GF_AMIGA)
return;
- // FIXME: This evil hack works around the fact that in some
- // places in MonkeyVGA, the music is never explicitly stopped.
+ // Works around the fact that in some places in MonkeyEGA/VGA,
+ // 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.
- if (ptr) {
- if (READ_BE_UINT16(ptr) == 'RO' || READ_UINT32(ptr) == MKID('ADL '))
+ if (_scumm->_imuse && ptr) {
+ if (READ_UINT32(ptr) != MKID('ASFX'))
_scumm->_imuse->stop_all_sounds();
}
}