From 8a239c1c76a379182365038f441cf4e4519450c7 Mon Sep 17 00:00:00 2001 From: Thanasis Antoniou Date: Tue, 2 Apr 2019 20:13:46 +0300 Subject: BLADERUNNER: Removing looping sounds after Gaff ending Prevents sound popping between ending outtake and credits --- engines/bladerunner/script/scene/kp06.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) (limited to 'engines/bladerunner/script/scene') diff --git a/engines/bladerunner/script/scene/kp06.cpp b/engines/bladerunner/script/scene/kp06.cpp index 0828b4d005..f9ce2a7d1f 100644 --- a/engines/bladerunner/script/scene/kp06.cpp +++ b/engines/bladerunner/script/scene/kp06.cpp @@ -217,6 +217,14 @@ void SceneScriptKP06::PlayerWalkedIn() { Actor_Says(kActorGaff, 310, -1); Delay(3000); Outtake_Play(kOuttakeEnd7, false, -1); +#if BLADERUNNER_ORIGINAL_BUGS +#else + // match behavior of other ending outtakes + // but do it after the cutscene, + // since this particular cutscene has no sound + Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); + Ambient_Sounds_Remove_All_Looping_Sounds(1); +#endif // BLADERUNNER_ORIGINAL_BUGS Game_Over(); } return; // true; -- cgit v1.2.3