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author | Torbjörn Andersson | 2004-03-27 12:07:07 +0000 |
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committer | Torbjörn Andersson | 2004-03-27 12:07:07 +0000 |
commit | 9b9ebb3a91af2056bf30875caeca5d784e26e618 (patch) | |
tree | cc903971179989f2cc2568084168cdd353f501d8 /sword2/save_rest.cpp | |
parent | 56ae88d5c778001768093ac14eb84065cab6511a (diff) | |
download | scummvm-rg350-9b9ebb3a91af2056bf30875caeca5d784e26e618.tar.gz scummvm-rg350-9b9ebb3a91af2056bf30875caeca5d784e26e618.tar.bz2 scummvm-rg350-9b9ebb3a91af2056bf30875caeca5d784e26e618.zip |
Make sure looping music is restarted after loading a savegame, regardless
of how the savegame is loaded. (ScummVM adds two alternative methods: the
-x command-line parameter, and the restart/restore dialog at the beginning
of the game, which is only shown when there are savegames available.)
svn-id: r13386
Diffstat (limited to 'sword2/save_rest.cpp')
-rw-r--r-- | sword2/save_rest.cpp | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp index 264416abe2..d14e1da50b 100644 --- a/sword2/save_rest.cpp +++ b/sword2/save_rest.cpp @@ -404,6 +404,17 @@ uint32 Sword2Engine::restoreFromBuffer(Memory *buffer, uint32 size) { _loopingMusicId = _saveGameHeader.music_id; + // Restart any looping music. Originally this was - and still is - done + // in systemMenuMouse(), but with ScummVM we have other ways of + // restoring savegames so it's easier to put it here as well. + + if (_loopingMusicId) { + pars[0] = _loopingMusicId; + pars[1] = FX_LOOP; + _logic->fnPlayMusic(pars); + } else + _logic->fnStopMusic(NULL); + // Write to walkthrough file (zebug0.txt) debug(5, "RESTORED GAME \"%s\"", _saveGameHeader.description); |