raze/source/common/audio/sound
Christoph Oelckers e3d16d254d - 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.
2022-12-18 15:28:17 +01:00
..
thirdparty - moved sound code to "common". 2020-05-23 12:59:12 +02:00
alext.h - sound system update from GZDoom. 2022-10-14 19:58:39 +02:00
efx.h - sound system update from GZDoom. 2022-10-14 19:58:39 +02:00
i_sound.cpp - got new CVar system from GZDoom. 2022-10-22 00:12:17 +02:00
i_sound.h - sound system update from GZDoom. 2022-10-14 19:58:39 +02:00
i_soundinternal.h - added CHANF_FORCE flag for forcing non-looped sounds to start, even when sound is paused. 2021-04-11 21:14:09 +02:00
oalload.h - moved sound code to "common". 2020-05-23 12:59:12 +02:00
oalsound.cpp - sound system update from GZDoom. 2022-10-14 19:58:39 +02:00
oalsound.h - sound system update from GZDoom. 2022-10-14 19:58:39 +02:00
s_environment.cpp - addressed most unused/uninitialized variable warnings from MSVC. 2021-11-29 00:55:30 +01:00
s_reverbedit.cpp - got new CVar system from GZDoom. 2022-10-22 00:12:17 +02:00
s_sound.cpp - fixed: when deactivating the app, pausing the sound system should not depend on the game's internal pause state. 2022-12-18 15:28:17 +01:00
s_soundinternal.h - replace the homegrown hash chain in the sound engine with a TMap. 2022-12-11 18:41:52 +01:00