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authorTorbjörn Andersson2003-09-27 16:10:43 +0000
committerTorbjörn Andersson2003-09-27 16:10:43 +0000
commite19e7c879a1fc88458a3e26715875e60512d755b (patch)
treed0e41c77c7c6cd96b4aee66c4344e2160b5ac3bb /sword2/function.cpp
parent796fcfff7e70a4d1951d42ad8b8f39f45914a24e (diff)
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Save enough information about the currently playing music before the
credits so that it can be properly resumed afterwards. svn-id: r10429
Diffstat (limited to 'sword2/function.cpp')
-rw-r--r--sword2/function.cpp13
1 files changed, 3 insertions, 10 deletions
diff --git a/sword2/function.cpp b/sword2/function.cpp
index aa265ca8de..b2aae47b38 100644
--- a/sword2/function.cpp
+++ b/sword2/function.cpp
@@ -391,13 +391,12 @@ int32 FN_play_credits(int32 *params) {
uint8 oldPal[1024];
uint8 tmpPal[1024];
int32 music_length;
- uint32 safe_looping_music_id;
int32 pars[2];
// FIXME: We need a better method for saving/restoring the
// music state as this one only restarts looping music.
- safe_looping_music_id = looping_music_id;
+ g_sound->saveMusicState();
g_sound->MuteFx(1);
g_sound->MuteSpeech(1);
@@ -446,14 +445,8 @@ int32 FN_play_credits(int32 *params) {
g_system->delay_msecs(30);
}
- looping_music_id = safe_looping_music_id;
-
- if (looping_music_id) {
- pars[0] = looping_music_id;
- pars[1] = FX_LOOP;
- FN_play_music(pars);
- } else
- FN_stop_music(NULL);
+ FN_stop_music(NULL);
+ g_sound->restoreMusicState();
BS2_SetPalette(0, 256, oldPal, RDPAL_FADE);
FadeUp(0.75);