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SCI: kDoAudio stops samples played with kDoSound #2792

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merged 1 commit into from Feb 22, 2021

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@sluicebox sluicebox commented Feb 22, 2021

This fixes subtle sound bugs in SCI16 games with speech. The SQ4CD introduction has at least two:

  • When the alien dissolves in a puddle of vomit, the sound keeps playing during the narration in the next room
  • When the Vohaul hologram appears, the static sound effect keeps playing when he talks

In both of these cases, the digital sample should have stopped as soon as speech started.

In SSCI, digital samples are handled by kDoAudio. If a digital sample is played with kDoSound then SSCI just calls kDoAudio and it still does the work. When kDoAudio plays, it first stops any samples that it already played.

In ScummVM, all sounds played with kDoSound are handled separately from kDoAudio, even if they're samples, so an extra step is needed for our kDoAudio to stop all samples as SSCI does.

[ Ignore the name of my branch; I wasn't paying attention ]

@bluegr
bluegr approved these changes Feb 22, 2021
@sluicebox sluicebox merged commit de94434 into scummvm:master Feb 22, 2021
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