- 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
parent cd20ecaae0
commit cd6ef67209

View file

@ -151,7 +151,7 @@ public:
} }
bool IsPlaying() bool IsPlaying()
{ {
return S_GetSoundPlayingInfo (m_Poly, m_CurrentSoundID); return m_CurrentSoundID != 0 && S_GetSoundPlayingInfo (m_Poly, m_CurrentSoundID);
} }
void *Source() void *Source()
{ {
@ -180,7 +180,7 @@ public:
} }
bool IsPlaying() bool IsPlaying()
{ {
return S_GetSoundPlayingInfo (m_Sector, m_CurrentSoundID); return m_CurrentSoundID != 0 && S_GetSoundPlayingInfo (m_Sector, m_CurrentSoundID);
} }
void *Source() void *Source()
{ {