[Scummvm-git-logs] scummvm master -> 0e4169fdd3d7396f6ed421b525fead679eb5c80d

eriktorbjorn noreply at scummvm.org
Tue Jan 17 06:41:33 UTC 2023


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:
0e4169fdd3 SCUMM: Clarify Dig spider lair sound workaround


Commit: 0e4169fdd3d7396f6ed421b525fead679eb5c80d
    https://github.com/scummvm/scummvm/commit/0e4169fdd3d7396f6ed421b525fead679eb5c80d
Author: Torbjörn Andersson (eriktorbjorn at users.sourceforge.net)
Date: 2023-01-17T07:41:20+01:00

Commit Message:
SCUMM: Clarify Dig spider lair sound workaround

And since I have finally verified that it also happens with the original
interpreter, it is now an optional enhancement.

Changed paths:
    engines/scumm/script.cpp


diff --git a/engines/scumm/script.cpp b/engines/scumm/script.cpp
index 2b76c6e28da..ff34a07bfee 100644
--- a/engines/scumm/script.cpp
+++ b/engines/scumm/script.cpp
@@ -994,11 +994,19 @@ void ScummEngine::runExitScript() {
 		runScript(VAR(VAR_EXIT_SCRIPT2), 0, 0, nullptr);
 
 #ifdef ENABLE_SCUMM_7_8
-	// WORKAROUND: The spider lair (room 44) will optionally play the sound
-	// of trickling water (sound 215), but it never stops it. The same sound
-	// effect is also used in room 33, so let's do the same fade out that it
-	// does in that room's exit script.
-	if (_game.id == GID_DIG && _currentRoom == 44) {
+	// WORKAROUND: Once the water has been diverted to the grate, but
+	// before Maggie has been freed, the spider lair (room 44) will play
+        // the sound of trickling water (sound 215). It doesn't seem to trigger
+        // the first time you enter the room, only but if you leave and
+        // re-enter it. Which is probably why it's so rarely noticed.
+        //
+        // The sound is not stopped when you leave the room, so it will keep
+        // playing even where it makes no sense. This also happens with the
+        // original interpreter.
+        //
+        // The same sound effect is also used in the underwater cavern (room
+        // 33), so we do the same fade out as in that room's exit script.
+	if (_game.id == GID_DIG && _currentRoom == 44 && _enableEnhancements) {
 		int scriptCmds[] = { 14, 215, 0x600, 0, 30, 0, 0, 0 };
 		_sound->soundKludge(scriptCmds, ARRAYSIZE(scriptCmds));
 	}




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