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Add workaround in "o2_isAnySoundPlaying", which will hopefully make Kyra2 work on the Nintendo DS.
svn-id: r44163
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@ -727,6 +727,20 @@ int KyraEngine_HoF::o2_showItemString(EMCState *script) {
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int KyraEngine_HoF::o2_isAnySoundPlaying(EMCState *script) {
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debugC(3, kDebugLevelScriptFuncs, "KyraEngine_HoF::o2_isAnySoundPlaying(%p) ()", (const void *)script);
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// WORKAROUND
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//
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// The input script function in the skull scene does busy wait
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// for the sound effect, which is played after completing the
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// song, to finish. To avoid too much CPU use, we add some slight
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// delay here.
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//
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// Also the Ninteno DS backend seems only to update the sound, when
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// either OSystem::updateScreen or OSystem::delayMillis is called.
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// So we have to call delay here, since otherwise the game would hang.
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if (_currentScene == 16 && _currentChapter == 1)
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delay(_tickLength);
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return _sound->voiceIsPlaying() ? 1 : 0;
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}
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