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-rw-r--r--scumm/sound.cpp15
1 files changed, 9 insertions, 6 deletions
diff --git a/scumm/sound.cpp b/scumm/sound.cpp
index 8bf1d32da6..1ffb870b56 100644
--- a/scumm/sound.cpp
+++ b/scumm/sound.cpp
@@ -396,7 +396,6 @@ void Sound::processSfxQueues() {
if (_talk_sound_mode != 0) {
if (_talk_sound_mode & 1)
-
startTalkSound(_talk_sound_a1, _talk_sound_b1, 1);
if (_talk_sound_mode & 2)
_talkChannel = startTalkSound(_talk_sound_a2, _talk_sound_b2, 2);
@@ -704,12 +703,16 @@ int Sound::startSfxSound(File *file, int file_size) {
int rate, comp;
byte *data;
- // FIXME: Day of the Tentacle frequently assumes that starting one sound
- // effect will automatically stop any other that may be playing at that
- // time. Do any other games need this?
+ // FIXME: Some games frequently assume that starting one sound effect
+ // will automatically stop any other that may be playing at that time.
+ // Do any other games need this?
- if (_scumm->_gameId == GID_TENTACLE)
- stopSfxSound();
+ if (_scumm->_gameId == GID_TENTACLE || _scumm->_gameId == GID_SAMNMAX) {
+ for (int i = 0; i < _scumm->_mixer->NUM_CHANNELS; i++) {
+ if (i != _talkChannel)
+ _scumm->_mixer->stop(i);
+ }
+ }
#ifdef COMPRESSED_SOUND_FILE
if (file_size > 0) {