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SCUMM: Added FIXME to our old AdLib resource conversion code.
We handle command 0x80 incorrectly, which results in sound effects never looping. This is the cause for bug #2027877 for example. I add this FIXME since it is (probably) non-trivial to fix and so it won't be forgotten.
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@ -1997,6 +1997,14 @@ static void convertADResource(ResourceManager *res, const GameSettings& game, Re
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break;
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case 0x80:
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// FIXME: This is incorrect. The original uses 0x80 for
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// looping a single channel. We currently interpret it as stop
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// thus we won't get looping for sound effects. It should
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// always jump to the start of the channel.
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//
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// Since we convert the data to MIDI and we can not ony loop a
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// single channel via MIDI fixing this will require some more
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// thought.
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track_time[ch] = -1;
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src_ptr ++;
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break;
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