diff options
| -rw-r--r-- | engines/sci/sound/soundcmd.cpp | 26 | 
1 files changed, 13 insertions, 13 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp index db357054d4..f943ee61ee 100644 --- a/engines/sci/sound/soundcmd.cpp +++ b/engines/sci/sound/soundcmd.cpp @@ -182,7 +182,7 @@ void SoundCommandParser::processPlaySound(reg_t obj) {  	// for the missing signal. We signal the game scripts to stop waiting  	// forever by setting the song's dataInc selector to something other than 0  	if (g_sci->getGameId() == GID_KQ5 && resourceId == 1849) -		writeSelectorValue(_segMan, obj, SELECTOR(dataInc), 1); +		musicSlot->dataInc = 1;  	musicSlot->loop = readSelectorValue(_segMan, obj, SELECTOR(loop));  	musicSlot->priority = readSelectorValue(_segMan, obj, SELECTOR(priority)); @@ -380,6 +380,8 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {  	case 4: // SCI01+  	case 5: // SCI1+ (SCI1 late sound scheme), with fade and continue +		musicSlot->fadeTo = CLIP<uint16>(argv[1].toUint16(), 0, MUSIC_VOLUME_MAX); +  		if (argc == 5) {  			// TODO: We currently treat this argument as a boolean, but may  			// have to handle different non-zero values differently. (e.g., @@ -387,12 +389,13 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {  			// There is a script bug in KQ6, room 460 (the room with the flying  			// books). An object is passed here, which should not be treated as  			// a true flag. Fixes bugs #3555404 and #3291115. -			musicSlot->stopAfterFading = (argv[4].isNumber() && argv[4].toUint16() != 0); +			// We should only stop after fading if the music is fading down. Fixes +			// bugs #3267956 and #3605377. +			musicSlot->stopAfterFading = (argv[4].isNumber() && argv[4].toUint16() != 0 && musicSlot->fadeTo < musicSlot->volume);  		} else {  			musicSlot->stopAfterFading = false;  		} -		musicSlot->fadeTo = CLIP<uint16>(argv[1].toUint16(), 0, MUSIC_VOLUME_MAX);  		// Check if the song is already at the requested volume. If it is, don't  		// perform any fading. Happens for example during the intro of Longbow.  		if (musicSlot->fadeTo != musicSlot->volume) { @@ -402,23 +405,20 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {  			else  				musicSlot->fadeStep = volume > musicSlot->fadeTo ? -5 : 5;  			musicSlot->fadeTickerStep = argv[2].toUint16() * 16667 / _music->soundGetTempo(); +			// Reset the song signal when starting to fade. Fixes bug #3267956, +			// where it was set to -1 when fading started, thus it stopped immediately +			musicSlot->signal = 0;  		} else {  			// Stop the music, if requested. Fixes bug #3555404. +			// Reset the song signal when starting to fade. Fixes bug #3267956, +			// where it was set to -1 when fading started, thus it stopped immediately  			if (musicSlot->stopAfterFading)  				processStopSound(obj, false); +			else +				musicSlot->signal = 0;  		}  		musicSlot->fadeTicker = 0; - -		// WORKAROUND/HACK: In the labyrinth in KQ6, when falling in the pit and -		// lighting the lantern, the game scripts perform a fade in of the game -		// music, but set it to stop after fading. Remove that flag here. This is -		// marked as both a workaround and a hack because this issue could be a -		// problem with our fading code and an incorrect handling of that -		// parameter, or a script bug in that scene. Fixes bug #3267956. -		if (g_sci->getGameId() == GID_KQ6 && g_sci->getEngineState()->currentRoomNumber() == 406 && -			musicSlot->resourceId == 400) -			musicSlot->stopAfterFading = false;  		break;  	default:  | 
