[Scummvm-cvs-logs] CVS: scummvm/sword1 logic.cpp,1.55,1.56

Torbjörn Andersson eriktorbjorn at users.sourceforge.net
Tue Nov 1 10:52:54 CET 2005


Update of /cvsroot/scummvm/scummvm/sword1
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv27804

Modified Files:
	logic.cpp 
Log Message:
Clear the sound queue when starting a cutscene. They usually (always?)
herald a change of scene, so it should be ok. And it keeps the crackling
fire at the end from playing over the end credits and the End of Game
dialog afterwards.

(If we change the sound engine to do looping manually, instead of letting
the mixer handle it, the looping will not be seamless and we'll still get
the crackling fire over the dialog after the credits.)

This change is probably safe for 0.8.1, assuming we make one.


Index: logic.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword1/logic.cpp,v
retrieving revision 1.55
retrieving revision 1.56
diff -u -d -r1.55 -r1.56
--- logic.cpp	18 Oct 2005 01:30:24 -0000	1.55
+++ logic.cpp	1 Nov 2005 18:52:21 -0000	1.56
@@ -942,6 +942,10 @@
 
 int Logic::fnPlaySequence(Object *cpt, int32 id, int32 sequenceId, int32 d, int32 e, int32 f, int32 z, int32 x) {
 
+	// A cutscene usually (always?) means the room will change. In the
+	// meantime, we don't want any looping sound effects still playing.
+	_sound->quitScreen();
+
 	if ((SwordEngine::_systemVars.cutscenePackVersion == 1) && (sequenceId == SEQ_CREDITS)) {
 		CreditsPlayer player(_system, _mixer);
 		player.play();





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