[Scummvm-git-logs] scummvm master -> d4350be74f9627fa4350609e964aeabc4bdfcc68
antoniou79
antoniou at cti.gr
Tue Apr 2 19:19:25 CEST 2019
This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
8a239c1c76 BLADERUNNER: Removing looping sounds after Gaff ending
d4350be74f CREDITS: Adding me in BladeRunner credits
Commit: 8a239c1c76a379182365038f441cf4e4519450c7
https://github.com/scummvm/scummvm/commit/8a239c1c76a379182365038f441cf4e4519450c7
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-04-02T20:17:31+03:00
Commit Message:
BLADERUNNER: Removing looping sounds after Gaff ending
Prevents sound popping between ending outtake and credits
Changed paths:
engines/bladerunner/script/scene/kp06.cpp
diff --git a/engines/bladerunner/script/scene/kp06.cpp b/engines/bladerunner/script/scene/kp06.cpp
index 0828b4d..f9ce2a7 100644
--- a/engines/bladerunner/script/scene/kp06.cpp
+++ b/engines/bladerunner/script/scene/kp06.cpp
@@ -217,6 +217,14 @@ void SceneScriptKP06::PlayerWalkedIn() {
Actor_Says(kActorGaff, 310, -1);
Delay(3000);
Outtake_Play(kOuttakeEnd7, false, -1);
+#if BLADERUNNER_ORIGINAL_BUGS
+#else
+ // match behavior of other ending outtakes
+ // but do it after the cutscene,
+ // since this particular cutscene has no sound
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+#endif // BLADERUNNER_ORIGINAL_BUGS
Game_Over();
}
return; // true;
Commit: d4350be74f9627fa4350609e964aeabc4bdfcc68
https://github.com/scummvm/scummvm/commit/d4350be74f9627fa4350609e964aeabc4bdfcc68
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-04-02T20:17:31+03:00
Commit Message:
CREDITS: Adding me in BladeRunner credits
Changed paths:
AUTHORS
diff --git a/AUTHORS b/AUTHORS
index a9465d7..01b5887 100644
--- a/AUTHORS
+++ b/AUTHORS
@@ -74,6 +74,7 @@ ScummVM Team
Blade Runner:
Thomas Fach-Pedersen
Peter Kohaut
+ Thanasis Antoniou
CGE:
Arnaud Boutonne
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