[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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