Disable smush again, and apply patch 664890 ('Silencing the music')

svn-id: r6366
This commit is contained in:
James Brown 2003-01-09 08:23:44 +00:00
parent 819a96d05b
commit 2cefb8a4a8
2 changed files with 11 additions and 3 deletions

View File

@ -1031,6 +1031,8 @@ int32 IMuseDigital::doCommand(int a, int b, int c, int d, int e, int f, int g, i
tmp /= 2;
}
_channel[chan]._volumeFadeStep = tmp;
printf("volumeFade is %d, step is %d\n", d, tmp);
return 0;
default:
warning("IMuseDigital::doCommand 14 DEFAULT sub command %d", sub_cmd);
@ -1059,6 +1061,12 @@ int32 IMuseDigital::doCommand(int a, int b, int c, int d, int e, int f, int g, i
}
}
} else if (_scumm->_gameId == GID_CMI) {
if (b == 1000) { // STATE_NULL
// FIXME: Fade this out properly, in the same increments as the real engine
_scumm->_sound->stopBundleMusic();
return 0;
}
for(l = 0;; l++) {
if (_comiStateMusicTable[l].index == -1) {
return 1;

View File

@ -1310,9 +1310,9 @@ void Scumm_v8::o8_startVideo()
warning("o8_startVideo(%s/%s)", getGameDataPath(), (char*)_scriptPointer);
ScummRenderer * sr = new ScummRenderer(this, 1000/14);
SmushPlayer * sp = new SmushPlayer(sr);
sp->play((char*)_scriptPointer, getGameDataPath());
//ScummRenderer * sr = new ScummRenderer(this, 1000/14);
//SmushPlayer * sp = new SmushPlayer(sr);
//sp->play((char*)_scriptPointer, getGameDataPath());
_scriptPointer += len + 1;
}