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SCI: if game starts fading, stops music and later starts music again don't resume fading - fixes lsl6 music when going in from swimming pool
svn-id: r50995
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46b27926b2
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aa5a1ddb47
@ -388,6 +388,7 @@ void SciMusic::soundPlay(MusicEntry *pSnd) {
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}
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}
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pSnd->fadeStep = 0; // just make sure that previous fading isn't continued
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pSnd->status = kSoundPlaying;
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}
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@ -300,7 +300,7 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {
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// If sound is not playing currently, set signal directly
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if (musicSlot->status != kSoundPlaying) {
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debugC(2, kDebugLevelSound, "kDoSound(fade): fading requested, but sound is currently not playing");
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debugC(2, kDebugLevelSound, "kDoSound(fade): %04x:%04x fading requested, but sound is currently not playing", PRINT_REG(obj));
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writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
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return acc;
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}
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