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-rw-r--r--engines/sci/sound/soundcmd.cpp8
1 files changed, 0 insertions, 8 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 737a130665..fb4564d859 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -377,14 +377,6 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {
return acc;
}
- // If the current volume of the slot is the same as the target volume,
- // return without performing any fading. This fixes the music in room
- // 406 in KQ6 (bug #3267956), where the game scripts ask for the background
- // music to be played, and then faded to volume 127 (but the music is
- // already at volume 127) and subsequently stopped.
- if (argc >= 4 && musicSlot->volume == CLIP<uint16>(argv[1].toUint16(), 0, MUSIC_VOLUME_MAX))
- return acc;
-
switch (argc) {
case 1: // SCI0
// SCI0 fades out all the time and when fadeout is done it will also