[Scummvm-cvs-logs] CVS: scummvm/sword2 mouse.cpp,1.54,1.55 save_rest.cpp,1.50,1.51 sword2.cpp,1.106,1.107
Torbj?rn Andersson
eriktorbjorn at users.sourceforge.net
Sat Mar 27 04:19:02 CET 2004
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Update of /cvsroot/scummvm/scummvm/sword2
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv8907
Modified Files:
mouse.cpp save_rest.cpp sword2.cpp
Log Message:
Make sure looping music is restarted after loading a savegame, regardless
of how the savegame is loaded. (ScummVM adds two alternative methods: the
-x command-line parameter, and the restart/restore dialog at the beginning
of the game, which is only shown when there are savegames available.)
Index: mouse.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/mouse.cpp,v
retrieving revision 1.54
retrieving revision 1.55
diff -u -d -r1.54 -r1.55
--- mouse.cpp 17 Mar 2004 09:03:14 -0000 1.54
+++ mouse.cpp 27 Mar 2004 12:07:06 -0000 1.55
@@ -246,20 +246,15 @@
_sound->unpauseFx();
// If there was looping music before coming into the control panels
- // then restart it! NB. This will also start music required when a game
- // has been restored
+ // then restart it! NB. If a game has been restored the music will be
+ // restarted twice, but this shouldn't cause any harm.
if (_loopingMusicId) {
pars[0] = _loopingMusicId;
pars[1] = FX_LOOP;
_logic->fnPlayMusic(pars);
-
- // cross-fades into the required music: either a restored game
- // tune, or music playing prior to entering control panels
- } else {
- // stop the control panel music
+ } else
_logic->fnStopMusic(NULL);
- }
}
void Sword2Engine::dragMouse(void) {
Index: save_rest.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/save_rest.cpp,v
retrieving revision 1.50
retrieving revision 1.51
diff -u -d -r1.50 -r1.51
--- save_rest.cpp 17 Mar 2004 09:03:15 -0000 1.50
+++ save_rest.cpp 27 Mar 2004 12:07:06 -0000 1.51
@@ -404,6 +404,17 @@
_loopingMusicId = _saveGameHeader.music_id;
+ // Restart any looping music. Originally this was - and still is - done
+ // in systemMenuMouse(), but with ScummVM we have other ways of
+ // restoring savegames so it's easier to put it here as well.
+
+ if (_loopingMusicId) {
+ pars[0] = _loopingMusicId;
+ pars[1] = FX_LOOP;
+ _logic->fnPlayMusic(pars);
+ } else
+ _logic->fnStopMusic(NULL);
+
// Write to walkthrough file (zebug0.txt)
debug(5, "RESTORED GAME \"%s\"", _saveGameHeader.description);
Index: sword2.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/sword2.cpp,v
retrieving revision 1.106
retrieving revision 1.107
diff -u -d -r1.106 -r1.107
--- sword2.cpp 17 Mar 2004 09:03:15 -0000 1.106
+++ sword2.cpp 27 Mar 2004 12:07:07 -0000 1.107
@@ -320,7 +320,10 @@
setMouse(NORMAL_MOUSE_ID);
_logic->fnPlayMusic(pars);
result = _gui->startControl();
- _logic->fnStopMusic(NULL);
+
+ // If the game is started from the beginning, the cutscene
+ // player will kill the music for us. Otherwise, the restore
+ // will either have killed the music, or done a crossfade.
if (_quit)
return;
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