GUI/AUDIO: This change will make individual game audio settings take over the audio device from the global settings if no device config key is found for that game (This should fix the problem reported by LordHoto on devel. It might make sense to implement this behaviour to other settings, like subtitle mode etc.)

svn-id: r50646
This commit is contained in:
Florian Kagerer 2010-07-04 15:06:42 +00:00
parent 7d64f3e343
commit 6c9e3b01da

View File

@ -803,8 +803,8 @@ bool OptionsDialog::loadMusicDeviceSetting(PopUpWidget *popup, Common::String se
if (!popup || !popup->isEnabled())
return true;
if (ConfMan.hasKey(setting, _domain) || preferredType) {
const Common::String drv = ConfMan.get(setting, _domain);
if (_domain != Common::ConfigManager::kApplicationDomain || ConfMan.hasKey(setting, _domain) || preferredType) {
const Common::String drv = ConfMan.get(setting, (_domain != Common::ConfigManager::kApplicationDomain && !ConfMan.hasKey(setting, _domain)) ? Common::ConfigManager::kApplicationDomain : _domain);
const MusicPlugin::List p = MusicMan.getPlugins();
int id = 0;
for (MusicPlugin::List::const_iterator m = p.begin(); m != p.end() && id != -1; m++) {