[Scummvm-cvs-logs] SF.net SVN: scummvm:[50765] scummvm/trunk/engines/sci/sound/soundcmd.cpp
m_kiewitz at users.sourceforge.net
m_kiewitz at users.sourceforge.net
Fri Jul 9 20:11:42 CEST 2010
Revision: 50765
http://scummvm.svn.sourceforge.net/scummvm/?rev=50765&view=rev
Author: m_kiewitz
Date: 2010-07-09 18:11:42 +0000 (Fri, 09 Jul 2010)
Log Message:
-----------
SCI: move comments and change selector for sci0 sound in kDoSoundPause, also allow pausing everything even for sci1early (qfg2 is using it)
Modified Paths:
--------------
scummvm/trunk/engines/sci/sound/soundcmd.cpp
Modified: scummvm/trunk/engines/sci/sound/soundcmd.cpp
===================================================================
--- scummvm/trunk/engines/sci/sound/soundcmd.cpp 2010-07-09 17:25:45 UTC (rev 50764)
+++ scummvm/trunk/engines/sci/sound/soundcmd.cpp 2010-07-09 18:11:42 UTC (rev 50765)
@@ -210,16 +210,21 @@
reg_t SoundCommandParser::kDoSoundPause(int argc, reg_t *argv, reg_t acc) {
if (_soundVersion <= SCI_VERSION_0_LATE) {
+ // SCI0 games give us 0/1 for either resuming or pausing the current music
+ // this one doesn't count, so pausing 2 times and resuming once means here that we are supposed to resume
uint16 value = argv[0].toUint16();
MusicEntry *musicSlot = _music->getActiveSci0MusicSlot();
switch (value) {
case 1:
- if ((musicSlot) && (musicSlot->status == kSoundPlaying))
+ if ((musicSlot) && (musicSlot->status == kSoundPlaying)) {
_music->soundPause(musicSlot);
+ writeSelectorValue(_segMan, musicSlot->soundObj, SELECTOR(state), kSoundPaused);
+ }
return make_reg(0, 0);
case 0:
if ((musicSlot) && (musicSlot->status == kSoundPaused)) {
_music->soundResume(musicSlot);
+ writeSelectorValue(_segMan, musicSlot->soundObj, SELECTOR(state), kSoundPlaying);
return make_reg(0, 1);
}
return make_reg(0, 0);
@@ -231,13 +236,6 @@
reg_t obj = argv[0];
uint16 value = argc > 1 ? argv[1].toUint16() : 0;
if (!obj.segment) { // pause the whole playlist
- // SCI0 games (up to including qfg1) give us 0/1 for either resuming or pausing the current music
- // this one doesn't count, so pausing 2 times and resuming once means here that we are supposed to resume
-
- // Pausing/Resuming the whole playlist was introduced in the SCI1 late sound scheme.
- if (_soundVersion <= SCI_VERSION_1_EARLY)
- return acc;
-
_music->pauseAll(value);
} else { // pause a playlist slot
MusicEntry *musicSlot = _music->getSlot(obj);
@@ -246,13 +244,7 @@
return acc;
}
- if (_soundVersion <= SCI_VERSION_0_LATE) {
- // Always pause the sound in SCI0 games. It's resumed in cmdResumeSound()
- writeSelectorValue(_segMan, musicSlot->soundObj, SELECTOR(state), kSoundPaused);
- _music->soundPause(musicSlot);
- } else {
- _music->soundToggle(musicSlot, value);
- }
+ _music->soundToggle(musicSlot, value);
}
return acc;
}
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