Sync the credits so that the text scroll and music will last for about the

same amount of time. I don't think the original did this, but it turned out
to be pretty easy.

svn-id: r12334
This commit is contained in:
Torbjörn Andersson 2004-01-12 08:01:25 +00:00
parent e792b1c715
commit c75f5efd2f
2 changed files with 35 additions and 23 deletions

View File

@ -349,11 +349,6 @@ void Sound::saveMusicState(void) {
void Sound::restoreMusicState(void) {
Common::StackLock lock(_mutex);
int restoreStream;
if (!_music[2]._streaming)
return;
// Fade out any music that happens to be playing
for (int i = 0; i < MAXMUS; i++) {
@ -361,6 +356,11 @@ void Sound::restoreMusicState(void) {
_music[i].fadeDown();
}
if (!_music[2]._streaming)
return;
int restoreStream;
if (!_music[0]._streaming)
restoreStream = 0;
else

View File

@ -585,8 +585,7 @@ int32 Logic::fnPlayCredits(int32 *params) {
// Start the music and roll the credits
// The credits music (which can also be heard briefly in the "carib"
// cutscene) is played once, and there is no attempt at synchronizing
// it with the credits scroll.
// cutscene) is played once.
int32 pars[2];
@ -606,7 +605,18 @@ int32 Logic::fnPlayCredits(int32 *params) {
int startLine = 0;
int scrollPos = 0;
while (scrollPos < lineTop + CREDITS_FONT_HEIGHT && !_vm->_quit) {
bool abortCredits = false;
int scrollSteps = lineTop + CREDITS_FONT_HEIGHT;
uint32 musicStart = _vm->_system->get_msecs();
// Ideally the music should last just a tiny bit longer than the
// credits. Note that musicTimeRemaining() will return 0 if the music
// is muted, so we need a sensible fallback for that case.
uint32 musicLength = MAX(1000 * (_vm->_sound->musicTimeRemaining() - 3), 25 * scrollSteps);
while (scrollPos < scrollSteps && !_vm->_quit) {
bool foundStartLine = false;
_vm->_graphics->clearScene();
@ -671,13 +681,16 @@ int32 Logic::fnPlayCredits(int32 *params) {
KeyboardEvent ke;
if (_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) {
fnStopMusic(NULL);
break;
if (!abortCredits) {
abortCredits = true;
_vm->_graphics->fadeDown();
}
}
_vm->_system->delay_msecs(30);
if (abortCredits && _vm->_graphics->getFadeStatus() == RDFADE_BLACK)
break;
_vm->sleepUntil(musicStart + (musicLength * scrollPos) / scrollSteps);
scrollPos++;
}
@ -694,20 +707,19 @@ int32 Logic::fnPlayCredits(int32 *params) {
if (logoData)
free(logoData);
if (!abortCredits) {
// The music should either have stopped or be about to stop, so
// wait for it to really happen.
while (_vm->_sound->musicTimeRemaining() && !_vm->_quit) {
_vm->_graphics->updateDisplay(false);
_vm->_system->delay_msecs(100);
}
}
if (_vm->_quit)
return IR_CONT;
_vm->_graphics->fadeDown();
_vm->_graphics->waitForFade();
// The music should have stopped by now, but I suppose there is a
// slim chance it hasn't on a really, really fast computer.
while (_vm->_sound->musicTimeRemaining()) {
_vm->_graphics->updateDisplay(false);
_vm->_system->delay_msecs(100);
}
_vm->_sound->restoreMusicState();
_vm->_sound->muteFx(false);
_vm->_sound->muteSpeech(false);