[Scummvm-git-logs] scummvm master -> 3c6ebd89c09f4cd7b181ddbdacb38e7dd8290132
sluicebox
noreply at scummvm.org
Fri Aug 26 08:02:07 UTC 2022
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
3c6ebd89c0 SCI32: Fix kDoSoundPause sample behavior in LSL6HIRES
Commit: 3c6ebd89c09f4cd7b181ddbdacb38e7dd8290132
https://github.com/scummvm/scummvm/commit/3c6ebd89c09f4cd7b181ddbdacb38e7dd8290132
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2022-08-26T01:01:45-07:00
Commit Message:
SCI32: Fix kDoSoundPause sample behavior in LSL6HIRES
Fixes bug #13555
Changed paths:
engines/sci/sound/soundcmd.cpp
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 4640b334ce2..2e7f4f23807 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -396,10 +396,17 @@ reg_t SoundCommandParser::kDoSoundPause(EngineState *s, int argc, reg_t *argv) {
// perform this action, but the architecture of the ScummVM
// implementation is so different that it doesn't matter here
if (_soundVersion >= SCI_VERSION_2_1_EARLY && musicSlot->isSample) {
- if (shouldPause) {
- g_sci->_audio32->pause(ResourceId(kResourceTypeAudio, musicSlot->resourceId), musicSlot->soundObj);
- } else {
- g_sci->_audio32->resume(ResourceId(kResourceTypeAudio, musicSlot->resourceId), musicSlot->soundObj);
+ // LSL6HIRES didn't support pausing samples with kDoSoundFade. Its interpreter's
+ // pause code didn't call kDoAudio. This feature appeared in PQ4 CD's interpreter
+ // a month later, according to the date strings, even though they have the same
+ // version string. LSL6HIRES door sounds depend on these pause calls not having
+ // any effect. Bug #13555
+ if (g_sci->getGameId() != GID_LSL6HIRES) {
+ if (shouldPause) {
+ g_sci->_audio32->pause(ResourceId(kResourceTypeAudio, musicSlot->resourceId), musicSlot->soundObj);
+ } else {
+ g_sci->_audio32->resume(ResourceId(kResourceTypeAudio, musicSlot->resourceId), musicSlot->soundObj);
+ }
}
} else
#endif
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