- fixed sounds not stopping in sound sequences.

The sound sequence code used S_GetSoundPlayingInfo incorrectly, so let it check for a valid sound ID first to restore the old behavior.
This commit is contained in:
Christoph Oelckers 2020-09-28 18:38:05 +02:00 committed by drfrag
parent d94cd20f2a
commit 85a3cef7fd

View file

@ -153,7 +153,7 @@ public:
}
bool IsPlaying()
{
return S_GetSoundPlayingInfo (m_Poly, m_CurrentSoundID);
return m_CurrentSoundID != 0 && S_GetSoundPlayingInfo (m_Poly, m_CurrentSoundID);
}
void *Source()
{
@ -182,7 +182,7 @@ public:
}
bool IsPlaying()
{
return S_GetSoundPlayingInfo (m_Sector, m_CurrentSoundID);
return m_CurrentSoundID != 0 && S_GetSoundPlayingInfo (m_Sector, m_CurrentSoundID);
}
void *Source()
{