- 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 had to be reapplied because it got lost in a backend update.
This commit is contained in:
Christoph Oelckers 2022-11-11 18:40:36 +01:00
parent e75448b56c
commit a9ad2a3a9e

View file

@ -1824,26 +1824,20 @@ 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);
}
}
}