- 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)
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8 changed files with 28 additions and 16 deletions
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@ -1634,15 +1634,18 @@ bool S_IsActorPlayingSomething (AActor *actor, int channel, int sound_id)
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// Stop music and sound effects, during game PAUSE.
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//==========================================================================
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void S_PauseSound (bool notmusic)
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void S_PauseSound (bool notmusic, bool notsfx)
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{
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if (!notmusic && mus_playing.handle && !MusicPaused)
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{
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I_PauseSong (mus_playing.handle);
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MusicPaused = true;
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}
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SoundPaused = true;
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GSnd->SetSfxPaused (true, 0);
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if (!notsfx)
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{
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SoundPaused = true;
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GSnd->SetSfxPaused (true, 0);
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}
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}
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//==========================================================================
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@ -1652,15 +1655,18 @@ void S_PauseSound (bool notmusic)
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// Resume music and sound effects, after game PAUSE.
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//==========================================================================
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void S_ResumeSound ()
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void S_ResumeSound (bool notsfx)
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{
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if (mus_playing.handle && MusicPaused)
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{
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I_ResumeSong (mus_playing.handle);
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MusicPaused = false;
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}
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SoundPaused = false;
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GSnd->SetSfxPaused (false, 0);
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if (!notsfx)
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{
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SoundPaused = false;
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GSnd->SetSfxPaused (false, 0);
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}
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}
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//==========================================================================
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