[Scummvm-cvs-logs] scummvm master -> a5b617a0a6bf97367c5995478e4cf0aa639a8d1e
johndoe123
benjamin.haisch at t-online.de
Tue Jan 14 19:56:03 CET 2014
This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
be55f3277c NEVERHOOD: Fix for bug #6493: "NEVERHOOD: Many sounds playback as loud static (Wii)"
a5b617a0a6 NEVERHOOD: Fix for bug #6481: 'NEVERHOOD: Wrong walk sound in navigation scene'
Commit: be55f3277c9c3123dae9fc24750348b837101262
https://github.com/scummvm/scummvm/commit/be55f3277c9c3123dae9fc24750348b837101262
Author: johndoe123 (john_doe at techie.com)
Date: 2014-01-14T10:53:33-08:00
Commit Message:
NEVERHOOD: Fix for bug #6493: "NEVERHOOD: Many sounds playback as loud static (Wii)"
Changed paths:
engines/neverhood/sound.cpp
diff --git a/engines/neverhood/sound.cpp b/engines/neverhood/sound.cpp
index 0404369..023eda4 100644
--- a/engines/neverhood/sound.cpp
+++ b/engines/neverhood/sound.cpp
@@ -558,8 +558,10 @@ int NeverhoodAudioStream::readBuffer(int16 *buffer, const int numSamples) {
*buffer++ = _prevValue << _shiftValue;
}
} else {
- memcpy(buffer, _buffer, bytesRead);
- buffer += samplesRead;
+ while (samplesRead--) {
+ *buffer++ = READ_LE_UINT16(src);
+ src += 2;
+ }
}
if (bytesRead < bytesToRead || _stream->pos() >= _stream->size() || _stream->err() || _stream->eos()) {
Commit: a5b617a0a6bf97367c5995478e4cf0aa639a8d1e
https://github.com/scummvm/scummvm/commit/a5b617a0a6bf97367c5995478e4cf0aa639a8d1e
Author: johndoe123 (john_doe at techie.com)
Date: 2014-01-14T10:55:14-08:00
Commit Message:
NEVERHOOD: Fix for bug #6481: 'NEVERHOOD: Wrong walk sound in navigation scene'
Changed paths:
engines/neverhood/modules/module1100.cpp
diff --git a/engines/neverhood/modules/module1100.cpp b/engines/neverhood/modules/module1100.cpp
index e7dd6e4..e40508e 100644
--- a/engines/neverhood/modules/module1100.cpp
+++ b/engines/neverhood/modules/module1100.cpp
@@ -136,15 +136,20 @@ void Module1100::updateScene() {
switch (_sceneNum) {
case 0:
_countdown = 0;
- _vm->_soundMan->playTwoSounds(0x0002C818, 0x48498E46, 0x50399F64, 0);
_vm->_soundMan->setSoundVolume(0x48498E46, 65);
_vm->_soundMan->setSoundVolume(0x50399F64, 65);
- if (_moduleResult == 0)
+ if (_moduleResult == 0) {
+ _vm->_soundMan->playTwoSounds(0x0002C818, 0x48498E46, 0x50399F64, 0);
createScene(1, 0);
- else if (_moduleResult == 1)
+ } else if (_moduleResult == 1) {
+ /* NOTE This fixes a bug in the original where the "tunnel" footstep
+ sounds are played instead of the correct footsteps. */
+ _vm->_soundMan->playTwoSounds(0x0002C818, 0x41861371, 0x43A2507F, 0);
createScene(8, 0);
+ }
break;
case 1:
+ _countdown = 0;
_vm->_soundMan->playTwoSounds(0x0002C818, 0x41861371, 0x43A2507F, 0);
if (getGlobalVar(V_ROBOT_HIT)) {
if (_moduleResult == 0)
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