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author | James Brown | 2003-01-09 08:23:44 +0000 |
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committer | James Brown | 2003-01-09 08:23:44 +0000 |
commit | 2cefb8a4a846f487f7aab72ba414ad60e09e0b83 (patch) | |
tree | fa86e0100c75a94df440696fb521466b36426f88 /scumm | |
parent | 819a96d05bbc79eff8453b1206c986638fa766f1 (diff) | |
download | scummvm-rg350-2cefb8a4a846f487f7aab72ba414ad60e09e0b83.tar.gz scummvm-rg350-2cefb8a4a846f487f7aab72ba414ad60e09e0b83.tar.bz2 scummvm-rg350-2cefb8a4a846f487f7aab72ba414ad60e09e0b83.zip |
Disable smush again, and apply patch 664890 ('Silencing the music')
svn-id: r6366
Diffstat (limited to 'scumm')
-rw-r--r-- | scumm/imuse_digi.cpp | 8 | ||||
-rw-r--r-- | scumm/script_v8.cpp | 6 |
2 files changed, 11 insertions, 3 deletions
diff --git a/scumm/imuse_digi.cpp b/scumm/imuse_digi.cpp index 15eb5da94e..92fab59a5c 100644 --- a/scumm/imuse_digi.cpp +++ b/scumm/imuse_digi.cpp @@ -1031,6 +1031,8 @@ int32 IMuseDigital::doCommand(int a, int b, int c, int d, int e, int f, int g, i tmp /= 2; } _channel[chan]._volumeFadeStep = tmp; + printf("volumeFade is %d, step is %d\n", d, tmp); + return 0; default: warning("IMuseDigital::doCommand 14 DEFAULT sub command %d", sub_cmd); @@ -1059,6 +1061,12 @@ int32 IMuseDigital::doCommand(int a, int b, int c, int d, int e, int f, int g, i } } } else if (_scumm->_gameId == GID_CMI) { + if (b == 1000) { // STATE_NULL + // FIXME: Fade this out properly, in the same increments as the real engine + _scumm->_sound->stopBundleMusic(); + return 0; + } + for(l = 0;; l++) { if (_comiStateMusicTable[l].index == -1) { return 1; diff --git a/scumm/script_v8.cpp b/scumm/script_v8.cpp index 42f6ae7a7f..186e95d7ee 100644 --- a/scumm/script_v8.cpp +++ b/scumm/script_v8.cpp @@ -1310,9 +1310,9 @@ void Scumm_v8::o8_startVideo() warning("o8_startVideo(%s/%s)", getGameDataPath(), (char*)_scriptPointer); - ScummRenderer * sr = new ScummRenderer(this, 1000/14); - SmushPlayer * sp = new SmushPlayer(sr); - sp->play((char*)_scriptPointer, getGameDataPath()); + //ScummRenderer * sr = new ScummRenderer(this, 1000/14); + //SmushPlayer * sp = new SmushPlayer(sr); + //sp->play((char*)_scriptPointer, getGameDataPath()); _scriptPointer += len + 1; } |