- 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:
Christoph Oelckers 2022-11-11 18:40:36 +01:00
parent bd5d96df10
commit 800e7939b8

View file

@ -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);
}
}
}