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-rw-r--r--engines/sci/sound/music.cpp20
1 files changed, 1 insertions, 19 deletions
diff --git a/engines/sci/sound/music.cpp b/engines/sci/sound/music.cpp
index fe017868b5..8c6d0d6431 100644
--- a/engines/sci/sound/music.cpp
+++ b/engines/sci/sound/music.cpp
@@ -518,25 +518,7 @@ void SciMusic::soundPlay(MusicEntry *pSnd) {
pSnd->hold = -1;
if (pSnd->status == kSoundStopped)
- if (_soundVersion <= SCI_VERSION_0_LATE) {
- // SCI0 sound subsystem seems to start at offset 0
- // Not starting at offset 0 for SCI0 games will result
- // in glitches (e.g. the intro of LB1 Amiga gets stuck - bug
- // #3297883). Refer to MusicEntry::setSignal() in sound/music.cpp.
- pSnd->pMidiParser->jumpToOffset(0);
- } else {
- // SCI1 sound subsystem starts at offset 10 (and also sets loop offset to 0)
- // At least in kq5/french&mac the first scene in the intro has
- // a song that sets signal to 4 immediately on tick 0. Signal
- // isn't set at that point by sierra sci and it would cause the
- // castle daventry text to get immediately removed.
- // Also Eco Quest 2 Gonzales Dances music (room 530) requires a signal
- // to get set exactly at tick 0. We previously didn't handle signals
- // on tick 0 for SCI1. Which then resulted in broken dance animations.
- // See bug #3037267
- // FIXME: maybe also change looping logic to use offset instead of ticks
- pSnd->pMidiParser->jumpToOffset(10);
- }
+ pSnd->pMidiParser->jumpToTick(0);
else {
// Fast forward to the last position and perform associated events when loading
pSnd->pMidiParser->jumpToTick(pSnd->ticker, true, true, true);