After you and Nej overpower the guard (see bug #6619 for a nearby savegame), when the ARM ship arrives and departs there are sounds missing. At the very least the sound of approaching and taking off. Possibly others as well.
I could be wrong, but it looks to me as if when the ship is approaching (before it's gotten into view), it calls changeSound(240), which is supposed to fade in the sound. I think.
But it looks like sfProcessFading() immediately removes the sound instead. Some problem with the fade-in code?
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So _loop == 1 means the sound should be removed immediately, rather than played once? I don't get it, and I don't have the time to look any further right now.
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The hardcoded logic looks correct, I suspect a Mixer issue.
I could be wrong, but it looks to me as if when the ship is approaching (before it's gotten into view), it calls changeSound(240), which is supposed to fade in the sound. I think.
But it looks like sfProcessFading() immediately removes the sound instead. Some problem with the fade-in code?
This appears to be the reason for sound 240 being removed immediately: The sound is removed if soServiceTrack() return true, and there is this check:
else if ((_loop > 0) && (--_loop == 0))
return true;
So _loop == 1 means the sound should be removed immediately, rather than played once? I don't get it, and I don't have the time to look any further right now.