- Fixed: SetSoundPaused() still needs to call S_PauseSound() to pause music

that isn't piped through the digital sound system. (Was removed in r1004.)


SVN r1595 (trunk)
This commit is contained in:
Randy Heit 2009-05-20 02:52:07 +00:00
commit 749de6c156
8 changed files with 28 additions and 16 deletions

View file

@ -1634,15 +1634,18 @@ bool S_IsActorPlayingSomething (AActor *actor, int channel, int sound_id)
// Stop music and sound effects, during game PAUSE.
//==========================================================================
void S_PauseSound (bool notmusic)
void S_PauseSound (bool notmusic, bool notsfx)
{
if (!notmusic && mus_playing.handle && !MusicPaused)
{
I_PauseSong (mus_playing.handle);
MusicPaused = true;
}
SoundPaused = true;
GSnd->SetSfxPaused (true, 0);
if (!notsfx)
{
SoundPaused = true;
GSnd->SetSfxPaused (true, 0);
}
}
//==========================================================================
@ -1652,15 +1655,18 @@ void S_PauseSound (bool notmusic)
// Resume music and sound effects, after game PAUSE.
//==========================================================================
void S_ResumeSound ()
void S_ResumeSound (bool notsfx)
{
if (mus_playing.handle && MusicPaused)
{
I_ResumeSong (mus_playing.handle);
MusicPaused = false;
}
SoundPaused = false;
GSnd->SetSfxPaused (false, 0);
if (!notsfx)
{
SoundPaused = false;
GSnd->SetSfxPaused (false, 0);
}
}
//==========================================================================