When outside in the town, the game plays an ambient sound of twittering birds.
When first entering town after falling through the chute, this sound does not
play; it first starts after you enter and exit a building. This issue is
present with the original interpreter as well.
This change fixes this by calling removeSounds after playing the chute
animation. This function calls the bellsBodge function, which manages the
ambient sounds in town. Because there are no other sounds playing when first
entering town, this has no unwanted side effects.
This change fixes some small differences in the barrel animation between the
original interpreter and ScummVM:
- The animation should fade in at the start
- The music should continue until the animation has faded out
- The mouse cursor should appear after the animation has faded out
The animation that plays when you fall through the sewage chute near the start
of the game had some issues. Fades were missing at several points, the middle
part of the animation was played only once and too slow, and when skipping the
animation it would only skip the currently playing part instead of the entire
animation.
To fix these issues, I've added an option to AnimationSequence to loop the
animation a number of times.
When the player gets caught by a Skorl, an animation is shown where the player
is punched in the face. This had a few issues:
- The animation fades in and out on the original interpreter. I've added this.
- The animation plays faster on the original interpreter. Speed was updated to
match this.
- The sound effect for this animation would play right at the start instead of
at the moment of impact. I've added a delay to the sound effect using an
AnimSoundSequence.
Distinction between music and SFX was made based on the most significant bit in
the sound number byte. This does not accurately reflect which MIDI sequences
are music or a sound effect.
Instead, I've added a flag which can be passed to
SoundManager::musicInterface_Play to indicate whether the sound is music or a
sound effect. All music is started from hard-coded animation sequences, so this
flag can be passed from ScummVM code when appropriate.
* Remove _isAttached member var and isAttached method
* Engines now always call the onFrame method; whether it does
something is decided by the debugger class resp. its subclasses
* Make detach() protected instead of private, so that subclasses
can invoke it
* Remove _detach_now member var (call detach() instead).
* Rename _frame_countdown to _frameCountdown and properly
document it.
* Add more doxygen comments
* Cleanup
svn-id: r50963