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Added support for compressed music. I'm sure there are some glitches still
to fix, but it should work well enough for now. In this rewrite of the music code, I removed the "save/restore music state" function, since it just complicated things for a very small gain. It wasn't in the original engine, and I added it just for the credits, so that the previously playing music could be resumed afterwards. I might re-add it later, but probably not. svn-id: r14887
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+9
-4
@@ -369,6 +369,8 @@ struct CreditsLine {
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#define CREDITS_LINE_SPACING 20
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int32 Logic::fnPlayCredits(int32 *params) {
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uint32 loopingMusicId = _vm->_loopingMusicId;
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// This function just quits the game if this is the playable demo, ie.
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// credits are NOT played in the demo any more!
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@@ -383,11 +385,8 @@ int32 Logic::fnPlayCredits(int32 *params) {
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_vm->setMouse(0);
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_vm->_sound->saveMusicState();
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_vm->_sound->muteFx(true);
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_vm->_sound->muteSpeech(true);
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_vm->_sound->stopMusic();
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_vm->_graphics->waitForFade();
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_vm->_graphics->fadeDown();
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@@ -703,10 +702,16 @@ int32 Logic::fnPlayCredits(int32 *params) {
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if (_vm->_quit)
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return IR_CONT;
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_vm->_sound->restoreMusicState();
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_vm->_sound->muteFx(false);
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_vm->_sound->muteSpeech(false);
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if (loopingMusicId) {
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pars[0] = loopingMusicId;
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pars[1] = FX_LOOP;
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fnPlayMusic(pars);
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} else
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fnStopMusic(NULL);
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_vm->_thisScreen.new_palette = 99;
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if (!_vm->_mouseStatus || _choosing)
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