diff -ur ScummVM-cvs20020928/scummvm/scumm/sound.cpp ScummVM-cvs20020928+hack/scummvm/scumm/sound.cpp
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386 | 386 | |
387 | 387 | if (_talk_sound_mode != 0) { |
388 | 388 | if (_talk_sound_mode & 1) |
389 | | |
390 | 389 | startTalkSound(_talk_sound_a1, _talk_sound_b1, 1); |
391 | 390 | if (_talk_sound_mode & 2) |
392 | 391 | _talkChannel = startTalkSound(_talk_sound_a2, _talk_sound_b2, 2); |
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687 | 686 | int rate, comp; |
688 | 687 | byte *data; |
689 | 688 | |
690 | | // FIXME: Day of the Tentacle frequently assumes that starting one sound |
691 | | // effect will automatically stop any other that may be playing at that |
692 | | // time. Do any other games need this? |
693 | | |
694 | | if (_scumm->_gameId == GID_TENTACLE) |
695 | | stopSfxSound(); |
| 689 | // FIXME: Some games frequently assume that starting one sound effect |
| 690 | // will automatically stop any other that may be playing at that time. |
| 691 | // Do any other games need this? |
| 692 | |
| 693 | if (_scumm->_gameId == GID_TENTACLE || _scumm->_gameId == GID_SAMNMAX) { |
| 694 | for (int i = 0; i < _scumm->_mixer->NUM_CHANNELS; i++) { |
| 695 | if (i != _talkChannel) |
| 696 | _scumm->_mixer->stop(i); |
| 697 | } |
| 698 | } |
696 | 699 | |
697 | 700 | #ifdef COMPRESSED_SOUND_FILE |
698 | 701 | if (file_size > 0) { |