From 2e58e6d09f7350c60d5e35e30dd418ef62c7fa4b Mon Sep 17 00:00:00 2001 From: Filippos Karapetis Date: Sat, 25 Jun 2016 17:42:19 +0300 Subject: SCI32: Properly initialize pausedAtTick inside Audio32::play() Fixes audio not playing in later SCI32 games that use Audio32 --- engines/sci/sound/audio32.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'engines') diff --git a/engines/sci/sound/audio32.cpp b/engines/sci/sound/audio32.cpp index def3e4d838..7958a6f9d7 100644 --- a/engines/sci/sound/audio32.cpp +++ b/engines/sci/sound/audio32.cpp @@ -561,11 +561,14 @@ uint16 Audio32::play(int16 channelIndex, const ResourceId resourceId, const bool AudioChannel &channel = getChannel(channelIndex); channel.id = resourceId; channel.resource = resource; + // resourceStream, stream, converter, duration and startedAtTick will be initialized below + channel.pausedAtTick = 0; channel.loop = loop; - channel.robot = false; - channel.vmd = false; channel.lastFadeTick = 0; channel.fadeStepsRemaining = 0; + // fadeVolume, fadeSpeed and stopChannelOnFade will be initialized once they are actually used + channel.robot = false; + channel.vmd = false; channel.soundNode = soundNode; channel.volume = volume < 0 || volume > kMaxVolume ? (int)kMaxVolume : volume; // TODO: SCI3 introduces stereo audio -- cgit v1.2.3