KYRA: fix EOB II sound glitch

This is a workaround for a premature sfx (original code/script bug) in a specific sequence in catacombs level 2.
This commit is contained in:
athrxx 2018-11-02 16:26:04 +01:00
parent 016b251799
commit fc0f83ef9b

View File

@ -1397,7 +1397,12 @@ void EoBCoreEngine::initDialogueSequence() {
gui_updateControls();
//_allowSkip = true;
snd_stopSound();
// WORKAROUND for bug in the original code (all platforms). Sequence sound would be terminated prematurely.
if (_flags.gameID == GI_EOB2 && _currentLevel == 2 && _currentBlock == 654)
_sound->stopAllSoundEffects();
else
snd_stopSound();
Common::SeekableReadStream *s = _res->createReadStream("TEXT.DAT");
_screen->loadFileDataToPage(s, 5, 32000);
_txt->setupField(9, 0);