Use Mix_PausedMusic instead of our own music_paused flag in SDL2/SDL1.2 I_MusicPaused

# Conflicts:
#	src/sdl12/mixer_sound.c
This commit is contained in:
mazmazz 2018-08-15 01:55:49 -04:00
parent 2483c11cc4
commit d39f804662

View file

@ -62,7 +62,7 @@
UINT8 sound_started = false;
static boolean midimode, music_paused;
static boolean midimode;
static Mix_Music *music;
static UINT8 music_volume, midi_volume, sfx_volume;
static float loop_point;
@ -88,7 +88,7 @@ void I_StartupSound(void)
return;
}
midimode = music_paused = false;
midimode = false;
music = NULL;
music_volume = midi_volume = sfx_volume = 0;
@ -488,9 +488,6 @@ void I_PauseSong(INT32 handle)
(void)handle;
if(!midimode)
Mix_UnregisterEffect(MIX_CHANNEL_POST, count_music_bytes);
if(music)
// music is not paused if there's no music to begin with, see win_snd.c:I_PauseSong
music_paused = true;
Mix_PauseMusic();
songpaused = true;
}
@ -506,7 +503,6 @@ void I_ResumeSong(INT32 handle)
// midimode and music must be checked in case nothing is actually playing
CONS_Alert(CONS_WARNING, "Error registering SDL music position counter: %s\n", Mix_GetError());
}
music_paused = false;
Mix_ResumeMusic();
songpaused = false;
}
@ -533,7 +529,7 @@ boolean I_MusicPlaying(void)
boolean I_MusicPaused(void)
{
return music_paused;
return Mix_PausedMusic();
}
//
@ -583,7 +579,6 @@ boolean I_StartDigSong(const char *musicname, boolean looping)
if (lumpnum == LUMPERROR)
return false;
midimode = false;
music_paused = false;
data = (char *)W_CacheLumpNum(lumpnum, PU_MUSIC);
len = W_LumpLength(lumpnum);
@ -893,7 +888,6 @@ boolean I_PlaySong(INT32 handle, boolean looping)
(void)handle;
midimode = true;
music_paused = false;
if (Mix_PlayMusic(music, looping ? -1 : 0) == -1)
{