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4a6327d87a
If an OpenAL source runs out of samples it transisions into state AL_STOPPED. That happens if we're entering the menu (which switches to another soundworld) and when saving the game (because the game blocks for some milliseconds). Work around this by adding a new field 'stopped' to the channel state and use that to determine if a sound was stopped. And not AL_STOPPED like before. |
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.. | ||
efxlib.h | ||
snd_cache.cpp | ||
snd_decoder.cpp | ||
snd_efxfile.cpp | ||
snd_emitter.cpp | ||
snd_local.h | ||
snd_shader.cpp | ||
snd_system.cpp | ||
snd_wavefile.cpp | ||
snd_world.cpp | ||
sound.h |