mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 08:52:00 +00:00
- fixed: when deactivating the app, pausing the sound system should not depend on the game's internal pause state.
All this tells is that the gameplay was halted. Sound was not stopped when the user either minimized or tabbed away in the in-game menu.
This commit is contained in:
parent
bd5d96df10
commit
800e7939b8
1 changed files with 8 additions and 14 deletions
|
@ -1823,26 +1823,20 @@ void S_SetSoundPaused(int state)
|
|||
|
||||
if ((state || i_soundinbackground) && !pauseext)
|
||||
{
|
||||
if (paused == 0)
|
||||
S_ResumeSound(true);
|
||||
if (GSnd != nullptr)
|
||||
{
|
||||
S_ResumeSound(true);
|
||||
if (GSnd != nullptr)
|
||||
{
|
||||
GSnd->SetInactive(SoundRenderer::INACTIVE_Active);
|
||||
}
|
||||
GSnd->SetInactive(SoundRenderer::INACTIVE_Active);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (paused == 0)
|
||||
S_PauseSound(false, true);
|
||||
if (GSnd != nullptr)
|
||||
{
|
||||
S_PauseSound(false, true);
|
||||
if (GSnd != nullptr)
|
||||
{
|
||||
GSnd->SetInactive(gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL ?
|
||||
SoundRenderer::INACTIVE_Complete :
|
||||
SoundRenderer::INACTIVE_Mute);
|
||||
}
|
||||
GSnd->SetInactive(gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL ?
|
||||
SoundRenderer::INACTIVE_Complete :
|
||||
SoundRenderer::INACTIVE_Mute);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue