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SCUMM: Check whether sound effects are active in Player_AD::getSoundStatus.
This fixes bug #7076 "LOOM: AdLib sound effect not stopped at Cygna's grave.". Original SCUMM (I checked Monkey Island EGA) implemented Sound::isSoundRunning by checking whether the sound resource of the requested sound id is locked. We use actual sound state inside the player.
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@ -34,6 +34,7 @@ For a more comprehensive changelog of the latest experimental code, see:
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SCUMM:
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- Fixed detection of Maniac Mansion from Day of the Tentacle in the Windows
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version of ScummVM.
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- Fixed a sound effect not stopping in Loom EGA with AdLib.
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Broken Sword 2.5:
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- Added option to use English speech instead of German one when no speech is
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@ -178,7 +178,17 @@ int Player_AD::getMusicTimer() {
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}
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int Player_AD::getSoundStatus(int sound) const {
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return (sound == _soundPlaying);
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if (sound == _soundPlaying) {
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return true;
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}
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for (int i = 0; i < ARRAYSIZE(_sfx); ++i) {
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if (_sfx[i].resource == sound) {
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return true;
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}
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}
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return false;
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}
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void Player_AD::saveLoadWithSerializer(Serializer *ser) {
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