SCI: set signal in SCI0/SCI01 games, when samples have been played only. fixes sq3 guys from andromeda, but also doesn't screw up music in sq3new/kq1 - added comments about this issue

svn-id: r48918
This commit is contained in:
Martin Kiewitz 2010-05-03 17:54:47 +00:00
parent c67344d380
commit b07a88548f
2 changed files with 16 additions and 2 deletions

View File

@ -498,6 +498,10 @@ void SoundCommandParser::cmdDisposeSound(reg_t obj, int16 value) {
}
void SoundCommandParser::cmdStopSound(reg_t obj, int16 value) {
processStopSound(obj, value, false);
}
void SoundCommandParser::processStopSound(reg_t obj, int16 value, bool sampleFinishedPlaying) {
if (!obj.segment)
return;
@ -517,9 +521,17 @@ void SoundCommandParser::cmdStopSound(reg_t obj, int16 value) {
PUT_SEL32V(_segMan, obj, SELECTOR(state), kSoundStopped);
} else {
PUT_SEL32V(_segMan, obj, SELECTOR(handle), 0);
PUT_SEL32V(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
}
// Set signal selector in sound SCI0 games only, when the sample has finished playing
// If we don't set it at all, we get a problem when using vaporizer on the 2 guys
// If we set it all the time, we get no music in sq3new and kq1
// FIXME: this *may* be wrong, it's impossible to find out in sierra DOS sci, because SCI0 under DOS didn't have
// sfx drivers included
// We need to set signal in sound SCI1+ games all the time
if ((_soundVersion > SCI_VERSION_0_LATE) || sampleFinishedPlaying)
PUT_SEL32V(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
musicSlot->dataInc = 0;
musicSlot->signal = 0;
_music->soundStop(musicSlot);
@ -812,7 +824,7 @@ void SoundCommandParser::cmdUpdateCues(reg_t obj, int16 value) {
musicSlot->sampleLoopCounter = currentLoopCounter;
}
if (!_music->soundIsActive(musicSlot)) {
cmdStopSound(obj, 0);
processStopSound(obj, 0, true);
} else {
_music->updateAudioStreamTicker(musicSlot);
}

View File

@ -130,6 +130,8 @@ private:
void cmdSetSoundLoop(reg_t obj, int16 value);
void cmdSuspendSound(reg_t obj, int16 value);
void processStopSound(reg_t obj, int16 value, bool sampleFinishedPlaying);
#ifdef USE_OLD_MUSIC_FUNCTIONS
void changeSoundStatus(reg_t obj, int newStatus);
#endif