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-rw-r--r--engines/sci/sound/soundcmd.cpp26
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: