[Scummvm-cvs-logs] scummvm branch-1-8 -> 68d8d7cbf3568dd646f4efc0e57b734dbc385c02

bluegr bluegr at gmail.com
Tue May 17 10:30:30 CEST 2016


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:
7be865881e LAB: Fix waiting for sounds embedded in animations
68d8d7cbf3 NEWS: Mention the lock-up fix for in-game animations in lab


Commit: 7be865881eb98db02d65278c50046479faffcea8
    https://github.com/scummvm/scummvm/commit/7be865881eb98db02d65278c50046479faffcea8
Author: Filippos Karapetis (bluegr at gmail.com)
Date: 2016-05-17T11:30:07+03:00

Commit Message:
LAB: Fix waiting for sounds embedded in animations

A regression of 75d1385c8d1ba61b5740a0b43966d3c2f111440d

Changed paths:
    engines/lab/anim.cpp
    engines/lab/processroom.cpp



diff --git a/engines/lab/anim.cpp b/engines/lab/anim.cpp
index f2e6992..c319561 100644
--- a/engines/lab/anim.cpp
+++ b/engines/lab/anim.cpp
@@ -206,6 +206,8 @@ void Anim::diffNextFrame(bool onlyDiffData) {
 					_vm->updateEvents();
 					_vm->waitTOF();
 				}
+
+				_waitForEffect = false;
 			}
 
 			_size -= 8;
@@ -215,7 +217,9 @@ void Anim::diffNextFrame(bool onlyDiffData) {
 			_diffFile->skip(2);
 
 			// Sound effects embedded in animations are started here. These are
-			// usually animation-specific, like door opening sounds, and are not looped
+			// usually animation-specific, like door opening sounds, and are not looped.
+			// The engine should wait for all such sounds to end.
+			_waitForEffect = true;
 			_vm->_music->playSoundEffect(_sampleSpeed, _size, false, _diffFile);
 			break;
 
@@ -231,6 +235,8 @@ void Anim::diffNextFrame(bool onlyDiffData) {
 						if (drawOnScreen)
 							didTOF = true;
 					}
+
+					_waitForEffect = false;
 				}
 
 				_isPlaying = false;
diff --git a/engines/lab/processroom.cpp b/engines/lab/processroom.cpp
index 5093e8e..68e6e63 100644
--- a/engines/lab/processroom.cpp
+++ b/engines/lab/processroom.cpp
@@ -254,16 +254,9 @@ void LabEngine::doActions(const ActionList &actionList) {
 			_music->loadSoundEffect(action->_messages[0], true, false);
 			break;
 
-		case kActionShowDiff: {
-			bool curWait = _anim->_waitForEffect;
-			// Pause the engine until the sound is finished
-			_anim->_waitForEffect = true;
+		case kActionShowDiff:
 			_graphics->readPict(action->_messages[0], true);
-
-			// Restore the previous value of _waitForEffect
-			_anim->_waitForEffect = curWait;
 			break;
-			}
 
 		case kActionShowDiffLooping:	// used in scene 44 (heart of the labyrinth, minotaur)
 			_graphics->readPict(action->_messages[0], false);


Commit: 68d8d7cbf3568dd646f4efc0e57b734dbc385c02
    https://github.com/scummvm/scummvm/commit/68d8d7cbf3568dd646f4efc0e57b734dbc385c02
Author: Filippos Karapetis (bluegr at gmail.com)
Date: 2016-05-17T11:30:08+03:00

Commit Message:
NEWS: Mention the lock-up fix for in-game animations in lab

Changed paths:
    NEWS



diff --git a/NEWS b/NEWS
index cc6ddc9..041e73c 100644
--- a/NEWS
+++ b/NEWS
@@ -39,6 +39,7 @@ For a more comprehensive changelog of the latest experimental code, see:
  Lab:
    - Fixed lock-up during ending sequence.
    - Improved internal game controls.
+   - Fixed lock-up during some in-game animations.
 
  SAGA:
    - Fixed user interface colors in the French and German versions of I Have No






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