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SCI: renaming kDoSound(resume) to resumeAfterRestore
kDoSound(resumeAfterRestore) is called right after restoring a saved game for sound-sci0 games, we already resume playing music inside restore, so we don't need to implement this at all svn-id: r51058
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@ -337,7 +337,7 @@ static const SciKernelMapSubEntry kDoSound_subops[] = {
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{ SIG_SOUNDSCI0, 4, MAP_CALL(DoSoundMute), "(i)", NULL },
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{ SIG_SOUNDSCI0, 5, MAP_CALL(DoSoundStop), "o", NULL },
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{ SIG_SOUNDSCI0, 6, MAP_CALL(DoSoundPause), "i", NULL },
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{ SIG_SOUNDSCI0, 7, MAP_CALL(DoSoundResume), "", NULL },
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{ SIG_SOUNDSCI0, 7, MAP_CALL(DoSoundResumeAfterRestore), "", NULL },
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{ SIG_SOUNDSCI0, 8, MAP_CALL(DoSoundMasterVolume), "(i)", NULL },
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{ SIG_SOUNDSCI0, 9, MAP_CALL(DoSoundUpdate), "o", NULL },
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{ SIG_SOUNDSCI0, 10, MAP_CALL(DoSoundFade), "o", NULL },
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@ -475,7 +475,7 @@ reg_t kDoSoundMute(EngineState *s, int argc, reg_t *argv);
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reg_t kDoSoundStop(EngineState *s, int argc, reg_t *argv);
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reg_t kDoSoundStopAll(EngineState *s, int argc, reg_t *argv);
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reg_t kDoSoundPause(EngineState *s, int argc, reg_t *argv);
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reg_t kDoSoundResume(EngineState *s, int argc, reg_t *argv);
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reg_t kDoSoundResumeAfterRestore(EngineState *s, int argc, reg_t *argv);
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reg_t kDoSoundMasterVolume(EngineState *s, int argc, reg_t *argv);
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reg_t kDoSoundUpdate(EngineState *s, int argc, reg_t *argv);
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reg_t kDoSoundFade(EngineState *s, int argc, reg_t *argv);
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@ -54,7 +54,7 @@ CREATE_DOSOUND_FORWARD(DoSoundMute)
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CREATE_DOSOUND_FORWARD(DoSoundStop)
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CREATE_DOSOUND_FORWARD(DoSoundStopAll)
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CREATE_DOSOUND_FORWARD(DoSoundPause)
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CREATE_DOSOUND_FORWARD(DoSoundResume)
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CREATE_DOSOUND_FORWARD(DoSoundResumeAfterRestore)
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CREATE_DOSOUND_FORWARD(DoSoundMasterVolume)
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CREATE_DOSOUND_FORWARD(DoSoundUpdate)
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CREATE_DOSOUND_FORWARD(DoSoundFade)
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@ -250,20 +250,9 @@ reg_t SoundCommandParser::kDoSoundPause(int argc, reg_t *argv, reg_t acc) {
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}
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// SCI0 only command
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reg_t SoundCommandParser::kDoSoundResume(int argc, reg_t *argv, reg_t acc) {
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// this doesn't seem to do what we think it's doing
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// it's called with no arguments at all (just restore a game in qfg1)
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return acc;
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reg_t obj = argv[0];
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MusicEntry *musicSlot = _music->getSlot(obj);
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if (!musicSlot) {
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warning("kDoSound(resume):: Slot not found (%04x:%04x)", PRINT_REG(obj));
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return acc;
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}
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writeSelectorValue(_segMan, musicSlot->soundObj, SELECTOR(state), kSoundPlaying);
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_music->soundResume(musicSlot);
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// It's called right after restoring a game - it's responsible to kick off playing music again
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// we don't need this at all, so we don't do anything here
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reg_t SoundCommandParser::kDoSoundResumeAfterRestore(int argc, reg_t *argv, reg_t acc) {
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return acc;
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}
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@ -85,7 +85,7 @@ public:
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reg_t kDoSoundDummy(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundMute(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundPause(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundResume(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundResumeAfterRestore(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundStop(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundStopAll(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundDispose(int argc, reg_t *argv, reg_t acc);
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