[Scummvm-cvs-logs] CVS: scummvm/scumm imuse.cpp,2.133,2.134
Torbjörn Andersson
eriktorbjorn at users.sourceforge.net
Wed May 25 23:40:03 CEST 2005
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Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv3716
Modified Files:
imuse.cpp
Log Message:
Fixed a glitch that could cause the music to stop when Sam & Max were
thrown out of Bumpusville.
Index: imuse.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/imuse.cpp,v
retrieving revision 2.133
retrieving revision 2.134
diff -u -d -r2.133 -r2.134
--- imuse.cpp 25 May 2005 19:39:09 -0000 2.133
+++ imuse.cpp 26 May 2005 06:38:52 -0000 2.134
@@ -211,16 +211,21 @@
Player *player;
void *ptr;
- // Do not start a sound if it is already set to
- // start on an ImTrigger event. This fixes carnival
- // music problems where a sound has been set to trigger
- // at the right time, but then is started up immediately
- // anyway, only to be restarted later when the trigger
- // occurs.
+ // Do not start a sound if it is already set to start on an ImTrigger
+ // event. This fixes carnival music problems where a sound has been set
+ // to trigger at the right time, but then is started up immediately
+ // anyway, only to be restarted later when the trigger occurs.
+ //
+ // However, we have to make sure the sound with the trigger is actually
+ // playing, otherwise the music may stop when Sam and Max are thrown
+ // out of Bumpusville, because entering the mansion sets up a trigger
+ // for a sound that isn't necessarily playing. This is somewhat related
+ // to bug #780918.
+
int i;
ImTrigger *trigger = _snm_triggers;
for (i = ARRAYSIZE(_snm_triggers); i; --i, ++trigger) {
- if (trigger->sound && trigger->id && trigger->command[0] == 8 && trigger->command[1] == sound)
+ if (trigger->sound && trigger->id && trigger->command[0] == 8 && trigger->command[1] == sound && getSoundStatus(trigger->sound))
return false;
}
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