Beispiel #1
0
void SoundCommandParser::updateSci0Cues() {
	bool noOnePlaying = true;
	MusicEntry *pWaitingForPlay = NULL;

	const MusicList::iterator end = _music->getPlayListEnd();
	for (MusicList::iterator i = _music->getPlayListStart(); i != end; ++i) {
		// Is the sound stopped, and the sound object updated too? If yes, skip
		// this sound, as SCI0 only allows one active song.
		if  ((*i)->isQueued) {
			pWaitingForPlay = (*i);
			// FIXME(?): In iceman 2 songs are queued when playing the door
			// sound - if we use the first song for resuming then it's the wrong
			// one. Both songs have same priority. Maybe the new sound function
			// in sci0 is somehow responsible.
			continue;
		}
		if ((*i)->signal == 0 && (*i)->status != kSoundPlaying)
			continue;

		processUpdateCues((*i)->soundObj);
		noOnePlaying = false;
	}

	if (noOnePlaying && pWaitingForPlay) {
		// If there is a queued entry, play it now ffs: SciMusic::soundPlay()
		pWaitingForPlay->isQueued = false;
		_music->soundPlay(pWaitingForPlay);
	}
}
Beispiel #2
0
reg_t SoundCommandParser::kDoSoundUpdateCues(EngineState *s, int argc, reg_t *argv) {
	processUpdateCues(argv[0]);
	return s->r_acc;
}
Beispiel #3
0
reg_t SoundCommandParser::kDoSoundUpdateCues(int argc, reg_t *argv, reg_t acc) {
	processUpdateCues(argv[0]);
	return acc;
}