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Disable smush again, and apply patch 664890 ('Silencing the music')
svn-id: r6366
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819a96d05b
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@ -1031,6 +1031,8 @@ int32 IMuseDigital::doCommand(int a, int b, int c, int d, int e, int f, int g, i
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tmp /= 2;
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}
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_channel[chan]._volumeFadeStep = tmp;
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printf("volumeFade is %d, step is %d\n", d, tmp);
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return 0;
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default:
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warning("IMuseDigital::doCommand 14 DEFAULT sub command %d", sub_cmd);
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@ -1059,6 +1061,12 @@ int32 IMuseDigital::doCommand(int a, int b, int c, int d, int e, int f, int g, i
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}
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}
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} else if (_scumm->_gameId == GID_CMI) {
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if (b == 1000) { // STATE_NULL
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// FIXME: Fade this out properly, in the same increments as the real engine
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_scumm->_sound->stopBundleMusic();
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return 0;
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}
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for(l = 0;; l++) {
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if (_comiStateMusicTable[l].index == -1) {
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return 1;
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@ -1310,9 +1310,9 @@ void Scumm_v8::o8_startVideo()
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warning("o8_startVideo(%s/%s)", getGameDataPath(), (char*)_scriptPointer);
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ScummRenderer * sr = new ScummRenderer(this, 1000/14);
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SmushPlayer * sp = new SmushPlayer(sr);
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sp->play((char*)_scriptPointer, getGameDataPath());
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//ScummRenderer * sr = new ScummRenderer(this, 1000/14);
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//SmushPlayer * sp = new SmushPlayer(sr);
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//sp->play((char*)_scriptPointer, getGameDataPath());
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_scriptPointer += len + 1;
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}
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