SCUMM: Play outdoors sound in CD version of MI1 during Smirk close-up
You're both still outside, so it doesn't make sense for the background sound to suddenly stop. I guess the makers of the Special Edition agree, because there the sound doesn't stop either.
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1 changed files with 16 additions and 1 deletions
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@ -2307,7 +2307,22 @@ void ScummEngine_v5::o5_stopMusic() {
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}
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void ScummEngine_v5::o5_stopSound() {
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void ScummEngine_v5::o5_stopSound() {
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_sound->stopSound(getVarOrDirectByte(PARAM_1));
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int sound = getVarOrDirectByte(PARAM_1);
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// WORKAROUND: Don't stop the background audio when showing the close-up
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// of captain Smirk. You are still outdoors, so it makes more sense if
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// they keep playing like they do in the Special Edition. (Though there
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// the background makes it more obvious.)
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//
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// The sound is stopped by the exit script, which always has number
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// 10001 regardless of which room it is. We figure out which one by
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// looking at which rooms we're moving between.
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if (_game.id == GID_MONKEY && (_game.features & GF_AUDIOTRACKS) && sound == 126 && vm.slot[_currentScript].number == 10001 && VAR(VAR_ROOM) == 43 && VAR(VAR_NEW_ROOM) == 76) {
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return;
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}
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_sound->stopSound(sound);
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}
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}
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void ScummEngine_v5::o5_isSoundRunning() {
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void ScummEngine_v5::o5_isSoundRunning() {
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