[Scummvm-git-logs] scummvm master -> 5df5d1089ab4af1f4872e13eddbad5f1ada99926
AndywinXp
noreply at scummvm.org
Sun Mar 10 08:29:22 UTC 2024
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:
5df5d1089a SCUMM: HE: Disable speech timer code
Commit: 5df5d1089ab4af1f4872e13eddbad5f1ada99926
https://github.com/scummvm/scummvm/commit/5df5d1089ab4af1f4872e13eddbad5f1ada99926
Author: AndywinXp (andywinxp at gmail.com)
Date: 2024-03-10T09:29:05+01:00
Commit Message:
SCUMM: HE: Disable speech timer code
It's not in any HE executable, and it caused bad memory accesses...
Changed paths:
engines/scumm/sound.cpp
diff --git a/engines/scumm/sound.cpp b/engines/scumm/sound.cpp
index 1007fd952b0..c81aa42b740 100644
--- a/engines/scumm/sound.cpp
+++ b/engines/scumm/sound.cpp
@@ -109,7 +109,7 @@ Sound::Sound(ScummEngine *parent, Audio::Mixer *mixer, bool useReplacementAudioT
// This timer targets every talkie game, except for LOOM CD
// which is handled differently, and except for COMI which
// handles lipsync within Digital iMUSE.
- if (_vm->_game.version >= 5 && _vm->_game.version <= 7) {
+ if (_vm->_game.version >= 5 && _vm->_game.version <= 7 && _vm->_game.heversion == 0) {
startSpeechTimer();
}
}
@@ -120,7 +120,7 @@ Sound::~Sound() {
free(_offsetTable);
delete _loomSteamCDAudioHandle;
delete _talkChannelHandle;
- if (_vm->_game.version >= 5 && _vm->_game.version <= 7) {
+ if (_vm->_game.version >= 5 && _vm->_game.version <= 7 && _vm->_game.heversion == 0) {
stopSpeechTimer();
}
}
@@ -559,7 +559,8 @@ void Sound::processSfxQueues() {
finished = !_mixer->isSoundHandleActive(*_talkChannelHandle);
}
- if ((uint) act < 0x80 && ((_vm->_game.version == 8) || (_vm->_game.version <= 7 && !_vm->_string[0].no_talk_anim))) {
+ if (_vm->_game.heversion == 0 &&
+ ((uint)act < 0x80 && ((_vm->_game.version == 8) || (_vm->_game.version <= 7 && !_vm->_string[0].no_talk_anim)))) {
a = _vm->derefActor(act, "processSfxQueues");
if (a->isInCurrentRoom()) {
if (finished || (isMouthSyncOff(_curSoundPos) && _mouthSyncMode)) {
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