[Scummvm-cvs-logs] SF.net SVN: scummvm: [30429] scummvm/trunk/engines/scumm/imuse/imuse.cpp
eriktorbjorn at users.sourceforge.net
eriktorbjorn at users.sourceforge.net
Fri Jan 11 23:59:13 CET 2008
Revision: 30429
http://scummvm.svn.sourceforge.net/scummvm/?rev=30429&view=rev
Author: eriktorbjorn
Date: 2008-01-11 14:59:13 -0800 (Fri, 11 Jan 2008)
Log Message:
-----------
Work around bug #1324106 again. Apparently, I was mistaken the other day when I
said the timer changes fixed it. This time, I've made the workaround a bit
simpler to understand, though.
Modified Paths:
--------------
scummvm/trunk/engines/scumm/imuse/imuse.cpp
Modified: scummvm/trunk/engines/scumm/imuse/imuse.cpp
===================================================================
--- scummvm/trunk/engines/scumm/imuse/imuse.cpp 2008-01-11 22:48:41 UTC (rev 30428)
+++ scummvm/trunk/engines/scumm/imuse/imuse.cpp 2008-01-11 22:59:13 UTC (rev 30429)
@@ -871,7 +871,23 @@
player->setDetune(a[2]);
return 0;
case 6:
- player->setSpeed(a[2]);
+ // WORKAROUND for bug #1324106. When playing the
+ // "flourishes" as Rapp's body appears from his ashes,
+ // MI2 sets up triggers to pause the music, in case the
+ // animation plays too slowly, and then the music is
+ // manually unpaused for the next part of the music.
+ //
+ // In ScummVM, the animation finishes slightly too
+ // quickly, and the pause command is run *after* the
+ // unpause command. So we work around it by ignoring
+ // all attempts at pausing this particular sound.
+ //
+ // I could have sworn this wasn't needed after the
+ // recent timer change, but now it looks like it's
+ // still needed after all.
+ if (_game_id != GID_MONKEY2 || player->getID() != 183 || a[2] != 0) {
+ player->setSpeed(a[2]);
+ }
return 0;
case 7:
return player->jump(a[2], a[3], a[4]) ? 0 : -1;
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