From 8fbc3ed31bf6c8db9a1667779ffd88e4cba3c174 Mon Sep 17 00:00:00 2001 From: Max Horn Date: Tue, 15 Jul 2003 22:21:30 +0000 Subject: proper fix for the small regression caused by my COMI fix last night; this also fixes bug #766382 svn-id: r9047 --- scumm/sound.cpp | 14 ++------------ scumm/string.cpp | 12 ++++++------ 2 files changed, 8 insertions(+), 18 deletions(-) diff --git a/scumm/sound.cpp b/scumm/sound.cpp index f766ae7bd9..c7c2a2eb84 100644 --- a/scumm/sound.cpp +++ b/scumm/sound.cpp @@ -560,19 +560,10 @@ void Sound::processSfxQueues() { _talk_sound_mode = 0; } - if (_scumm->VAR(_scumm->VAR_TALK_ACTOR)) { //_sfxMode & 2) { + if ((_sfxMode & 2) && _scumm->VAR(_scumm->VAR_TALK_ACTOR)) { act = _scumm->VAR(_scumm->VAR_TALK_ACTOR); - // FIXME: This was changed in the process of my COMI fixes. - // Problem is, 'finished' used to indicate if speech had - // been running but now is finished. But now, it'll be set - // even if there never has been any speech running (i.e. in - // all games which don't even use speech). This will have - // to be fixed properly! For now I am just disabling - // this for V2 games. A better fix would be to introduce a second - // variable which is set whenever speech is initiated, and reset - // when it stops (i.e. when _talkChannelHandle is 0). - finished = !_talkChannelHandle && (_scumm->_version > 2); + finished = !_talkChannelHandle; if (act != 0 && (uint) act < 0x80 && !_scumm->_string[0].no_talk_anim) { a = _scumm->derefActor(act, "processSfxQueues"); @@ -593,7 +584,6 @@ void Sound::processSfxQueues() { if (finished && _scumm->_talkDelay == 0) { _scumm->stopTalk(); - _sfxMode &= ~2; } } diff --git a/scumm/string.cpp b/scumm/string.cpp index ebd6baef17..167d3e4ea2 100644 --- a/scumm/string.cpp +++ b/scumm/string.cpp @@ -149,13 +149,13 @@ void Scumm::CHARSET_1() { if (_talkDelay) return; - if (_haveMsg == 1) { - // FIXME: DIG and CMI never set sfxMode or any actor talk data... - // This hack will force the backup cutoff system to be used instead, - // unless the talkChannel is null (eg, this string has no sound attached) - if ((_gameId == GID_CMI || _gameId == GID_DIG) && _sound->_talkChannelHandle) - return; + if ((_gameId == GID_CMI || _gameId == GID_DIG) && _sound->_talkChannelHandle) { + // Keep the 'speech' flag in _sound->_sfxMode set as long as the + // _talkChannelHandle is valid. + _sound->_sfxMode |= 2; + } + if (_haveMsg == 1) { if ((_sound->_sfxMode & 2) == 0) stopTalk(); return; -- cgit v1.2.3