[Scummvm-cvs-logs] CVS: scummvm/scumm sound.cpp,1.167,1.168
Max Horn
fingolfin at users.sourceforge.net
Tue Jul 15 13:52:12 CEST 2003
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Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1:/tmp/cvs-serv3828
Modified Files:
sound.cpp
Log Message:
temporary fix for bug #771562, I am working on a proper one now
Index: sound.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/sound.cpp,v
retrieving revision 1.167
retrieving revision 1.168
diff -u -d -r1.167 -r1.168
--- sound.cpp 15 Jul 2003 07:29:23 -0000 1.167
+++ sound.cpp 15 Jul 2003 20:51:18 -0000 1.168
@@ -562,7 +562,17 @@
if (_scumm->VAR(_scumm->VAR_TALK_ACTOR)) { //_sfxMode & 2) {
act = _scumm->VAR(_scumm->VAR_TALK_ACTOR);
- finished = !_talkChannelHandle;
+
+ // FIXME: This was changed in the process of my COMI fixes.
+ // Problem is, 'finished' used to indicate if speech had
+ // been running but now is finished. But now, it'll be set
+ // even if there never has been any speech running (i.e. in
+ // all games which don't even use speech). This will have
+ // to be fixed properly! For now I am just disabling
+ // this for V2 games. A better fix would be to introduce a second
+ // variable which is set whenever speech is initiated, and reset
+ // when it stops (i.e. when _talkChannelHandle is 0).
+ finished = !_talkChannelHandle && (_scumm->_version > 2);
if (act != 0 && (uint) act < 0x80 && !_scumm->_string[0].no_talk_anim) {
a = _scumm->derefActor(act, "processSfxQueues");
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