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Diffstat (limited to 'engines/sci/sound/soundcmd.cpp')
-rw-r--r--engines/sci/sound/soundcmd.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 05bb90332a..cbb5cab4fe 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -61,7 +61,7 @@ reg_t SoundCommandParser::kDoSoundInit(int argc, reg_t *argv, reg_t acc) {
}
int SoundCommandParser::getSoundResourceId(reg_t obj) {
- int resourceId = obj.segment ? readSelectorValue(_segMan, obj, SELECTOR(number)) : -1;
+ int resourceId = obj.getSegment() ? readSelectorValue(_segMan, obj, SELECTOR(number)) : -1;
// Modify the resourceId for the Windows versions that have an alternate MIDI soundtrack, like SSCI did.
if (g_sci && g_sci->_features->useAltWinGMSound()) {
// Check if the alternate MIDI song actually exists...
@@ -291,7 +291,7 @@ reg_t SoundCommandParser::kDoSoundPause(int argc, reg_t *argv, reg_t acc) {
reg_t obj = argv[0];
uint16 value = argc > 1 ? argv[1].toUint16() : 0;
- if (!obj.segment) { // pause the whole playlist
+ if (!obj.getSegment()) { // pause the whole playlist
_music->pauseAll(value);
} else { // pause a playlist slot
MusicEntry *musicSlot = _music->getSlot(obj);
@@ -368,8 +368,13 @@ 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);
+ // 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)
+ return acc;
+
// sometimes we get objects in that position, fix it up (ffs. workarounds)
- if (!argv[1].segment)
+ if (!argv[1].getSegment())
musicSlot->fadeStep = volume > musicSlot->fadeTo ? -argv[3].toUint16() : argv[3].toUint16();
else
musicSlot->fadeStep = volume > musicSlot->fadeTo ? -5 : 5;
@@ -497,12 +502,7 @@ void SoundCommandParser::processUpdateCues(reg_t obj) {
// fireworks).
// It is also needed in other games, e.g. LSL6 when talking to the
// receptionist (bug #3192166).
- if (g_sci->getGameId() == GID_LONGBOW && g_sci->getEngineState()->currentRoomNumber() == 95) {
- // HACK: Don't set a signal here in the intro of Longbow, as that makes some dialog
- // boxes disappear too soon (bug #3044844).
- } else {
- writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
- }
+ writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
if (_soundVersion <= SCI_VERSION_0_LATE) {
processStopSound(obj, false);
} else {