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-rw-r--r--engines/sci/sound/soundcmd.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 925f3b2e1a..272337148c 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -1058,8 +1058,11 @@ void SoundCommandParser::updateSci0Cues() {
for (MusicList::iterator i = _music->getPlayListStart(); i != end; ++i) {
// Is the sound stopped, and the sound object updated too? If yes, skip
// this sound, as SCI0 only allows one active song
- if (((*i)->isQueued) && (!pWaitingForPlay)) {
+ if ((*i)->isQueued) {
pWaitingForPlay = (*i);
+ // FIXME (?) - in iceman 2 songs are queued when playing the door sound - if we use the first song for resuming
+ // then it's the wrong one. Both songs have same priority. Maybe the new sound function in sci0
+ // is somehow responsible
continue;
}
if ((*i)->signal == 0 && (*i)->status != kSoundPlaying)