From 071a364d83aeeee4cfe292751d795ba0114ca853 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 14 Feb 2020 00:52:57 +0100 Subject: [PATCH] - SW: Stop all sound before starting a cutscene --- source/sw/src/game.cpp | 1 + source/sw/src/sounds.cpp | 2 ++ 2 files changed, 3 insertions(+) diff --git a/source/sw/src/game.cpp b/source/sw/src/game.cpp index b77e55c6e..4875eb944 100644 --- a/source/sw/src/game.cpp +++ b/source/sw/src/game.cpp @@ -2178,6 +2178,7 @@ void EndGameSequence(void) { SWBOOL anim_ok = TRUE; //FadeOut(0, 5); + StopSound(); if ((adult_lockout || Global_PLock) && FinishAnim == ANIM_SUMO) anim_ok = FALSE; diff --git a/source/sw/src/sounds.cpp b/source/sw/src/sounds.cpp index 031142670..c87487544 100644 --- a/source/sw/src/sounds.cpp +++ b/source/sw/src/sounds.cpp @@ -946,12 +946,14 @@ SWBOOL PlaySong(const char* mapname, const char* song_file_name, int cdaudio_tra void StopSound(void) { // This gets also called on shutdown. + StopAmbientSound(); if (soundEngine) soundEngine->StopAllChannels(); Mus_Stop(); } void StopFX() { + StopAmbientSound(); if (soundEngine) soundEngine->StopAllChannels(); }