When both music channels are used, and a third piece of music starts,

silence the channel that appears to be closest to silence already. This is
the same method I used in BS2, and it might fix a glitch I heard at the
Club Alamut.

svn-id: r13234
This commit is contained in:
Torbjörn Andersson 2004-03-13 12:04:18 +00:00
parent 7f7f647e3c
commit 1f5d4dcd23

View File

@ -154,12 +154,27 @@ void Music::startMusic(int32 tuneId, int32 loopFlag) {
if (strlen(_tuneList[tuneId]) > 0) {
int newStream = 0;
if (_handles[0].streaming() && _handles[1].streaming()) {
// If both handles are playing, stop the one that's
// fading down.
if (_handles[0].fading() > 0)
_handles[0].stop();
else
_handles[1].stop();
int streamToStop;
// Both streams playing - one must be forced to stop.
if (!_handles[0].fading() && !_handles[1].fading()) {
// None of them are fading. Shouldn't happen,
// so it doesn't matter which one we pick.
streamToStop = 0;
} else if (_handles[0].fading() && !_handles[1].fading()) {
// Stream 0 is fading, so pick that one.
streamToStop = 0;
} else if (!_handles[0].fading() && _handles[1].fading()) {
// Stream 1 is fading, so pick that one.
streamToStop = 1;
} else {
// Both streams are fading. Pick the one that
// is closest to silent.
if (ABS(_handles[0].fading()) < ABS(_handles[1].fading()))
streamToStop = 0;
else
streamToStop = 1;
}
_handles[streamToStop].stop();
}
if (_handles[0].streaming()) {
_handles[0].fadeDown();