diff options
Diffstat (limited to 'engines/sci/sound/music.cpp')
-rw-r--r-- | engines/sci/sound/music.cpp | 20 |
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); |