[Scummvm-cvs-logs] CVS: scummvm/sword2 function.cpp,1.64,1.65
Torbjörn Andersson
eriktorbjorn at users.sourceforge.net
Sat Sep 4 02:28:26 CEST 2004
Update of /cvsroot/scummvm/scummvm/sword2
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv4732/sword2
Modified Files:
function.cpp
Log Message:
Added support for compressed music. I'm sure there are some glitches still
to fix, but it should work well enough for now.
In this rewrite of the music code, I removed the "save/restore music state"
function, since it just complicated things for a very small gain. It wasn't
in the original engine, and I added it just for the credits, so that the
previously playing music could be resumed afterwards. I might re-add it
later, but probably not.
Index: function.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/function.cpp,v
retrieving revision 1.64
retrieving revision 1.65
diff -u -d -r1.64 -r1.65
--- function.cpp 10 Jun 2004 06:48:50 -0000 1.64
+++ function.cpp 4 Sep 2004 09:27:16 -0000 1.65
@@ -369,6 +369,8 @@
#define CREDITS_LINE_SPACING 20
int32 Logic::fnPlayCredits(int32 *params) {
+ uint32 loopingMusicId = _vm->_loopingMusicId;
+
// This function just quits the game if this is the playable demo, ie.
// credits are NOT played in the demo any more!
@@ -383,11 +385,8 @@
_vm->setMouse(0);
- _vm->_sound->saveMusicState();
-
_vm->_sound->muteFx(true);
_vm->_sound->muteSpeech(true);
- _vm->_sound->stopMusic();
_vm->_graphics->waitForFade();
_vm->_graphics->fadeDown();
@@ -703,10 +702,16 @@
if (_vm->_quit)
return IR_CONT;
- _vm->_sound->restoreMusicState();
_vm->_sound->muteFx(false);
_vm->_sound->muteSpeech(false);
+ if (loopingMusicId) {
+ pars[0] = loopingMusicId;
+ pars[1] = FX_LOOP;
+ fnPlayMusic(pars);
+ } else
+ fnStopMusic(NULL);
+
_vm->_thisScreen.new_palette = 99;
if (!_vm->_mouseStatus || _choosing)
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