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-rw-r--r--engines/sci/sound/soundcmd.cpp8
1 files changed, 6 insertions, 2 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 45a3e09453..0017fe0c0b 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -445,9 +445,13 @@ void SoundCommandParser::processUpdateCues(reg_t obj) {
if (musicSlot->fadeCompleted) {
musicSlot->fadeCompleted = false;
- // We need signal for sci0 at least in iceman as well (room 14, fireworks)
- writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
if (_soundVersion <= SCI_VERSION_0_LATE) {
+ // We need signal for sci0 at least in iceman as well (room 14, fireworks)
+ // Note: We should not set the signal here when fading is done in later
+ // games. This fixes the dialog boxes disappearing too quickly in the
+ // intro of Longbow (bug #3044844). It also fixes the music not fading out
+ // when the bandits leave the temple in KQ5 (bug #3037594).
+ writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
processStopSound(obj, false);
} else {
if (musicSlot->stopAfterFading)