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authorTorbjörn Andersson2005-04-24 15:38:53 +0000
committerTorbjörn Andersson2005-04-24 15:38:53 +0000
commit4cdcb0b04915fdc9acdf913a4424169c74892751 (patch)
tree3a02547e3fa8402febe91081892ad2faa1531cc2 /sword2/driver/animation.cpp
parent59f6002b03c6d46a9f576b2f3e796c0665c1dc56 (diff)
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Don't wait for the lead-out sound to finish when playing the "shaman"
cutscene, as it's obviously meant to blend in with the rest of the game. svn-id: r17791
Diffstat (limited to 'sword2/driver/animation.cpp')
-rw-r--r--sword2/driver/animation.cpp13
1 files changed, 9 insertions, 4 deletions
diff --git a/sword2/driver/animation.cpp b/sword2/driver/animation.cpp
index 4dd939be5b..2d75cf713e 100644
--- a/sword2/driver/animation.cpp
+++ b/sword2/driver/animation.cpp
@@ -207,10 +207,15 @@ int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], int32 lea
_snd->stopHandle(leadInHandle);
- // Wait for the lead-out to stop, if there is any.
- while (_vm->_mixer->isSoundHandleActive(_leadOutHandle)) {
- _vm->_screen->updateDisplay();
- _vm->_system->delayMillis(30);
+ // Wait for the lead-out to stop, if there is any. Though don't do it
+ // for the "shaman" cutscene as it's obviously meant to blend into the
+ // rest of the game, and the lead-out goes on for a long time.
+
+ if (scumm_stricmp(filename, "shaman") != 0) {
+ while (_vm->_mixer->isSoundHandleActive(_leadOutHandle)) {
+ _vm->_screen->updateDisplay();
+ _vm->_system->delayMillis(30);
+ }
}
if (leadInRes)