[Scummvm-git-logs] scummvm master -> b0d45d07e4bc9547fa0bf7de8e5c95c9d622d786
bluegr
bluegr at gmail.com
Sat Feb 13 23:20:17 UTC 2021
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:
beee3b5f25 SCI: kDoSoundPlay now restarts MIDIs already playing
b0d45d07e4 SCI: kDoSoundPlay now restarts samples already playing
Commit: beee3b5f25fb52c0832b6de1b320fc790102e18a
https://github.com/scummvm/scummvm/commit/beee3b5f25fb52c0832b6de1b320fc790102e18a
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2021-02-14T01:20:14+02:00
Commit Message:
SCI: kDoSoundPlay now restarts MIDIs already playing
Fixes KQ6CD wallflower lockup, bug #10812
Fixes QFG4 door bell puzzle, bug #12105
Changed paths:
engines/sci/sound/music.cpp
engines/sci/sound/music.h
engines/sci/sound/soundcmd.cpp
diff --git a/engines/sci/sound/music.cpp b/engines/sci/sound/music.cpp
index 4dcec0913c..35b5229b49 100644
--- a/engines/sci/sound/music.cpp
+++ b/engines/sci/sound/music.cpp
@@ -475,7 +475,7 @@ void SciMusic::soundInitSnd(MusicEntry *pSnd) {
}
}
-void SciMusic::soundPlay(MusicEntry *pSnd) {
+void SciMusic::soundPlay(MusicEntry *pSnd, bool restoring) {
_mutex.lock();
if (_soundVersion <= SCI_VERSION_1_EARLY && pSnd->playBed) {
@@ -583,7 +583,7 @@ void SciMusic::soundPlay(MusicEntry *pSnd) {
pSnd->pMidiParser->mainThreadBegin();
// The track init always needs to be done. Otherwise some sounds will not be properly set up (bug #11476).
- // It is also safe to do this for paused tracks, since the jumpToTick() command in line 602 will parse through
+ // It is also safe to do this for paused tracks, since the jumpToTick() command further down will parse through
// the song from the beginning up to the resume position and ensure that the actual current voice mapping,
// instrument and volume settings etc. are correct.
pSnd->pMidiParser->initTrack();
@@ -602,9 +602,10 @@ void SciMusic::soundPlay(MusicEntry *pSnd) {
pSnd->loop = 0;
pSnd->hold = -1;
- if (pSnd->status == kSoundStopped)
+ bool fastForward = (pSnd->status == kSoundPaused) || (pSnd->status == kSoundPlaying && restoring);
+ if (!fastForward) {
pSnd->pMidiParser->jumpToTick(0);
- else {
+ } else {
// Fast forward to the last position and perform associated events when loading
pSnd->pMidiParser->jumpToTick(pSnd->ticker, true, true, true);
}
diff --git a/engines/sci/sound/music.h b/engines/sci/sound/music.h
index 38fee46601..1e82145781 100644
--- a/engines/sci/sound/music.h
+++ b/engines/sci/sound/music.h
@@ -185,7 +185,7 @@ public:
// sound and midi functions
void soundInitSnd(MusicEntry *pSnd);
- void soundPlay(MusicEntry *pSnd);
+ void soundPlay(MusicEntry *pSnd, bool restoring = false);
void soundStop(MusicEntry *pSnd);
void soundKill(MusicEntry *pSnd);
void soundPause(MusicEntry *pSnd);
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 7073d99252..e0d2cbe907 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -238,7 +238,7 @@ void SoundCommandParser::processPlaySound(reg_t obj, bool playBed, bool restorin
debugC(kDebugLevelSound, "kDoSound(play): %04x:%04x number %d, loop %d, prio %d, vol %d, bed %d", PRINT_REG(obj),
resourceId, musicSlot->loop, musicSlot->priority, musicSlot->volume, playBed ? 1 : 0);
- _music->soundPlay(musicSlot);
+ _music->soundPlay(musicSlot, restoring);
// Reset any left-over signals
musicSlot->signal = 0;
Commit: b0d45d07e4bc9547fa0bf7de8e5c95c9d622d786
https://github.com/scummvm/scummvm/commit/b0d45d07e4bc9547fa0bf7de8e5c95c9d622d786
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2021-02-14T01:20:14+02:00
Commit Message:
SCI: kDoSoundPlay now restarts samples already playing
Fixes SQ4CD keypad buttons, bug #9813
Changed paths:
engines/sci/sound/music.cpp
diff --git a/engines/sci/sound/music.cpp b/engines/sci/sound/music.cpp
index 35b5229b49..1c3c34042d 100644
--- a/engines/sci/sound/music.cpp
+++ b/engines/sci/sound/music.cpp
@@ -543,40 +543,37 @@ void SciMusic::soundPlay(MusicEntry *pSnd, bool restoring) {
// MusicEntry.
g_sci->_audio32->restart(ResourceId(kResourceTypeAudio, pSnd->resourceId), true, pSnd->loop != 0 && pSnd->loop != 1, pSnd->volume, pSnd->soundObj, false);
return;
- } else
+ }
#endif
- if (!_pMixer->isSoundHandleActive(pSnd->hCurrentAud)) {
- if ((_currentlyPlayingSample) && (_pMixer->isSoundHandleActive(_currentlyPlayingSample->hCurrentAud))) {
- // Another sample is already playing, we have to stop that one
- // SSCI is only able to play 1 sample at a time
- // In Space Quest 5 room 250 the player is able to open the air-hatch and kill himself.
- // In that situation the scripts are playing 2 samples at the same time and the first sample
- // is not supposed to play.
- // TODO: SSCI actually calls kDoAudio(play) internally, which stops other samples from being played
- // but such a change isn't trivial, because we also handle Sound resources in here, that contain samples
- _pMixer->stopHandle(_currentlyPlayingSample->hCurrentAud);
- warning("kDoSound: sample already playing, old resource %d, new resource %d", _currentlyPlayingSample->resourceId, pSnd->resourceId);
- }
- // Sierra SCI ignores volume set when playing samples via kDoSound
- // At least freddy pharkas/CD has a script bug that sets volume to 0
- // when playing the "score" sample
- if (pSnd->loop > 1) {
- pSnd->pLoopStream = new Audio::LoopingAudioStream(pSnd->pStreamAud,
- pSnd->loop, DisposeAfterUse::NO);
- _pMixer->playStream(pSnd->soundType, &pSnd->hCurrentAud,
- pSnd->pLoopStream, -1, _pMixer->kMaxChannelVolume, 0,
- DisposeAfterUse::NO);
- } else {
- // Rewind in case we play the same sample multiple times
- // (non-looped) like in pharkas right at the start
- pSnd->pStreamAud->rewind();
- _pMixer->playStream(pSnd->soundType, &pSnd->hCurrentAud,
- pSnd->pStreamAud, -1, _pMixer->kMaxChannelVolume, 0,
- DisposeAfterUse::NO);
- }
- // Remember the sample, that is now playing
- _currentlyPlayingSample = pSnd;
+ if (_currentlyPlayingSample && _pMixer->isSoundHandleActive(_currentlyPlayingSample->hCurrentAud)) {
+ // Another sample is already playing, we have to stop that one
+ // SSCI is only able to play 1 sample at a time
+ // In Space Quest 5 room 250 the player is able to open the air-hatch and kill himself.
+ // In that situation the scripts are playing 2 samples at the same time and the first sample
+ // is not supposed to play.
+ // TODO: SSCI actually calls kDoAudio(play) internally, which stops other samples from being played
+ // but such a change isn't trivial, because we also handle Sound resources in here, that contain samples
+ _pMixer->stopHandle(_currentlyPlayingSample->hCurrentAud);
+ warning("kDoSound: sample already playing, old resource %d, new resource %d", _currentlyPlayingSample->resourceId, pSnd->resourceId);
+ }
+ // Sierra SCI ignores volume set when playing samples via kDoSound
+ // At least freddy pharkas/CD has a script bug that sets volume to 0
+ // when playing the "score" sample
+ if (pSnd->loop > 1) {
+ pSnd->pLoopStream = new Audio::LoopingAudioStream(pSnd->pStreamAud, pSnd->loop, DisposeAfterUse::NO);
+ _pMixer->playStream(pSnd->soundType, &pSnd->hCurrentAud,
+ pSnd->pLoopStream, -1, _pMixer->kMaxChannelVolume, 0,
+ DisposeAfterUse::NO);
+ } else {
+ // Rewind in case we play the same sample multiple times
+ // (non-looped) like in pharkas right at the start
+ pSnd->pStreamAud->rewind();
+ _pMixer->playStream(pSnd->soundType, &pSnd->hCurrentAud,
+ pSnd->pStreamAud, -1, _pMixer->kMaxChannelVolume, 0,
+ DisposeAfterUse::NO);
}
+ // Remember the sample, that is now playing
+ _currentlyPlayingSample = pSnd;
} else {
if (pSnd->pMidiParser) {
Common::StackLock lock(_mutex);
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