[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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