[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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