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-rw-r--r--sword1/logic.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/sword1/logic.cpp b/sword1/logic.cpp
index de12a60c1e..886bc59448 100644
--- a/sword1/logic.cpp
+++ b/sword1/logic.cpp
@@ -942,6 +942,10 @@ int Logic::fnSetPaletteToCut(Object *cpt, int32 id, int32 c, int32 d, int32 e, i
int Logic::fnPlaySequence(Object *cpt, int32 id, int32 sequenceId, int32 d, int32 e, int32 f, int32 z, int32 x) {
+ // A cutscene usually (always?) means the room will change. In the
+ // meantime, we don't want any looping sound effects still playing.
+ _sound->quitScreen();
+
if ((SwordEngine::_systemVars.cutscenePackVersion == 1) && (sequenceId == SEQ_CREDITS)) {
CreditsPlayer player(_system, _mixer);
player.play();