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
This commit is contained in:
Martin Kiewitz 2010-07-18 16:22:16 +00:00
parent 46b27926b2
commit aa5a1ddb47
2 changed files with 2 additions and 1 deletions

View File

@ -388,6 +388,7 @@ void SciMusic::soundPlay(MusicEntry *pSnd) {
}
}
pSnd->fadeStep = 0; // just make sure that previous fading isn't continued
pSnd->status = kSoundPlaying;
}

View File

@ -300,7 +300,7 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {
// If sound is not playing currently, set signal directly
if (musicSlot->status != kSoundPlaying) {
debugC(2, kDebugLevelSound, "kDoSound(fade): fading requested, but sound is currently not playing");
debugC(2, kDebugLevelSound, "kDoSound(fade): %04x:%04x fading requested, but sound is currently not playing", PRINT_REG(obj));
writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
return acc;
}