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- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. SVN r975 (trunk)
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2 changed files with 9 additions and 8 deletions
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@ -1,3 +1,10 @@
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May 16, 2008
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- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
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and did not entirely keep it in sync with the sound system's. This meant
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that when starting a new game from the menu, all sounds were played as
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menu sounds until you did something to pause the game, because s_sound.cpp
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thought sounds were unpaused, while the FMOD system thought they were.
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May 15, 2008 (Changes by Graf Zahl)
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May 15, 2008 (Changes by Graf Zahl)
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- I finally managed to test the translucency options for composite texture
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- I finally managed to test the translucency options for composite texture
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definitions in HIRESTEX. The feature should be complete now.
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definitions in HIRESTEX. The feature should be complete now.
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@ -103,7 +103,6 @@ static void CalcPosVel(fixed_t *pt, AActor *mover, int constz, float pos[3],
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static bool SoundPaused; // whether sound effects are paused
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static bool MusicPaused; // whether music is paused
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static bool MusicPaused; // whether music is paused
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static MusPlayingInfo mus_playing; // music currently being played
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static MusPlayingInfo mus_playing; // music currently being played
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static FString LastSong; // last music that was played
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static FString LastSong; // last music that was played
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@ -279,7 +278,6 @@ void S_Init ()
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// no sounds are playing, and they are not paused
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// no sounds are playing, and they are not paused
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MusicPaused = false;
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MusicPaused = false;
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SoundPaused = false;
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}
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}
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//==========================================================================
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//==========================================================================
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@ -419,8 +417,6 @@ void S_Start ()
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LastLocalSndSeq = LocalSndSeq;
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LastLocalSndSeq = LocalSndSeq;
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}
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}
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SoundPaused = false;
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// stop the old music if it has been paused.
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// stop the old music if it has been paused.
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// This ensures that the new music is started from the beginning
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// This ensures that the new music is started from the beginning
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// if it's the same as the last one and it has been paused.
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// if it's the same as the last one and it has been paused.
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@ -1137,10 +1133,9 @@ void S_PauseSound (bool notmusic)
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I_PauseSong (mus_playing.handle);
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I_PauseSong (mus_playing.handle);
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MusicPaused = true;
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MusicPaused = true;
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}
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}
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if (GSnd != NULL && !SoundPaused)
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if (GSnd != NULL)
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{
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{
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GSnd->SetSfxPaused (true);
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GSnd->SetSfxPaused (true);
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SoundPaused = true;
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}
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}
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}
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}
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@ -1158,10 +1153,9 @@ void S_ResumeSound ()
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I_ResumeSong (mus_playing.handle);
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I_ResumeSong (mus_playing.handle);
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MusicPaused = false;
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MusicPaused = false;
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}
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}
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if (GSnd != NULL && SoundPaused)
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if (GSnd != NULL)
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{
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{
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GSnd->SetSfxPaused (false);
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GSnd->SetSfxPaused (false);
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SoundPaused = false;
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}
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}
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}
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}
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