From d2910fe758ef7dac8657a3a9faa85383a6cf0e9a Mon Sep 17 00:00:00 2001 From: Torbjörn Andersson Date: Fri, 26 Jan 2007 18:21:41 +0000 Subject: Added separate function for playing cutscene lead-in/out sounds, and made sure that these are stopped whenever the engine is going to do a mass killing of game resources, e.g. when restoring or restarting the game. Should fix bug #1645480. (This was a regression added during the rewrite to support DXA.) svn-id: r25204 --- engines/sword2/layers.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'engines/sword2/layers.cpp') diff --git a/engines/sword2/layers.cpp b/engines/sword2/layers.cpp index b64ae1de83..5d9f78799e 100644 --- a/engines/sword2/layers.cpp +++ b/engines/sword2/layers.cpp @@ -52,7 +52,7 @@ void Screen::initBackground(int32 res, int32 new_palette) { assert(res); - _vm->_sound->clearFxQueue(); + _vm->_sound->clearFxQueue(false); waitForFade(); debug(1, "CHANGED TO LOCATION \"%s\"", _vm->_resman->fetchName(res)); -- cgit v1.2.3