[Scummvm-git-logs] scummvm master -> 774c6f0f7173f54aafebfb85180d9710d86607d6

elasota noreply at scummvm.org
Thu Apr 6 23:09:14 UTC 2023


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:
5a01f44c17 VCRUISE: Remove wrong log message
774c6f0f71 VCRUISE: Fix stopped looping sounds not resuming


Commit: 5a01f44c17ccccb16263b30571491821512b0db1
    https://github.com/scummvm/scummvm/commit/5a01f44c17ccccb16263b30571491821512b0db1
Author: elasota (ejlasota at gmail.com)
Date: 2023-04-06T18:43:21-04:00

Commit Message:
VCRUISE: Remove wrong log message

Changed paths:
    engines/vcruise/runtime.cpp


diff --git a/engines/vcruise/runtime.cpp b/engines/vcruise/runtime.cpp
index ebe53eb11b0..835dbdfcf71 100644
--- a/engines/vcruise/runtime.cpp
+++ b/engines/vcruise/runtime.cpp
@@ -639,7 +639,6 @@ LoadGameOutcome SaveGameSnapshot::read(Common::ReadStream *stream) {
 	uint numRandomAmbientSounds = 0;
 	if (saveVersion >= 3)
 		numRandomAmbientSounds = stream->readUint32BE();
-	debug(5, "TODO: numRandomAmbientSounds: %d - not currently used", numRandomAmbientSounds);
 
 	uint numVars = stream->readUint32BE();
 	uint numTimers = stream->readUint32BE();


Commit: 774c6f0f7173f54aafebfb85180d9710d86607d6
    https://github.com/scummvm/scummvm/commit/774c6f0f7173f54aafebfb85180d9710d86607d6
Author: elasota (ejlasota at gmail.com)
Date: 2023-04-06T19:08:38-04:00

Commit Message:
VCRUISE: Fix stopped looping sounds not resuming

Changed paths:
    engines/vcruise/runtime.cpp


diff --git a/engines/vcruise/runtime.cpp b/engines/vcruise/runtime.cpp
index 835dbdfcf71..8fcc55681ba 100644
--- a/engines/vcruise/runtime.cpp
+++ b/engines/vcruise/runtime.cpp
@@ -2382,9 +2382,7 @@ void Runtime::stopSound(SoundInstance &sound) {
 	if (!sound.cache)
 		return;
 
-	if (sound.cache->player)
-		sound.cache->player->stop();
-
+	sound.cache->player.reset();
 	sound.cache.reset();
 	sound.endTime = 0;
 }
@@ -3097,8 +3095,12 @@ void Runtime::recordSaveGameSnapshot() {
 		saveSound.balance = sound.balance;
 
 		// Skip ramp
-		if (sound.rampRatePerMSec != 0)
+		if (sound.rampRatePerMSec != 0) {
+			if (sound.rampTerminateOnCompletion)
+				continue;	// Don't even save this
+
 			saveSound.volume = sound.rampEndVolume;
+		}
 
 		saveSound.is3D = sound.is3D;
 		saveSound.isLooping = sound.isLooping;




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