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author | Travis Howell | 2003-08-20 15:19:23 +0000 |
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committer | Travis Howell | 2003-08-20 15:19:23 +0000 |
commit | f16aec61f0253f6677b91f1d99941f9c24c171c5 (patch) | |
tree | cf8e9dc5e72ba12563337a9d4da765244a9c77cb /scumm/sound.cpp | |
parent | be0d723e7f421a11b718d0526caf38be96ac7870 (diff) | |
download | scummvm-rg350-f16aec61f0253f6677b91f1d99941f9c24c171c5.tar.gz scummvm-rg350-f16aec61f0253f6677b91f1d99941f9c24c171c5.tar.bz2 scummvm-rg350-f16aec61f0253f6677b91f1d99941f9c24c171c5.zip |
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.cpp | 11 |
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(); } } |