Use the new per-channel pausing. This allows us to play the music for the

in-game dialogs.

svn-id: r9969
This commit is contained in:
Torbjörn Andersson 2003-09-02 13:50:45 +00:00
parent f486997822
commit 730e6b8c38

@ -627,13 +627,13 @@ void Sword2Sound::MuteSpeech(uint8 mute) {
}
uint8 Sword2Sound::IsSpeechMute(void) {
return (speechMuted);
return speechMuted;
}
int32 Sword2Sound::PauseSpeech(void) {
if (GetSpeechStatus() == RDSE_SAMPLEPLAYING) {
speechPaused = 1;
g_engine->_mixer->pauseChannels(true);
g_engine->_mixer->pauseHandle(soundHandleSpeech, true);
}
return(RD_OK);
}
@ -641,7 +641,7 @@ int32 Sword2Sound::PauseSpeech(void) {
int32 Sword2Sound::UnpauseSpeech(void) {
if (speechPaused) {
speechPaused = 0;
g_engine->_mixer->pauseChannels(false);
g_engine->_mixer->pauseHandle(soundHandleSpeech, false);
}
return(RD_OK);
}
@ -1122,7 +1122,7 @@ int32 Sword2Sound::PauseFx(void) {
if (!fxPaused) {
for (i = 0; i < MAXFX; i++) {
if (fxId[i]) {
g_engine->_mixer->pauseChannels(true);
g_engine->_mixer->pauseHandle(soundHandleFx[i], true);
fxiPaused[i] = 1;
} else {
fxiPaused[i] = 0;
@ -1139,7 +1139,7 @@ int32 Sword2Sound::PauseFxForSequence(void) {
if (!fxPaused) {
for (i = 0; i<MAXFX; i++) {
if ((fxId[i]) && (fxId[i] != (int32) 0xfffffffe)) {
g_engine->_mixer->stopHandle(soundHandleFx[i]);
g_engine->_mixer->pauseHandle(soundHandleFx[i], true);
fxiPaused[i] = 1;
} else {
fxiPaused[i] = 0;
@ -1156,7 +1156,7 @@ int32 Sword2Sound::UnpauseFx(void) {
if (fxPaused) {
for (i = 0; i < MAXFX; i++) {
if (fxiPaused[i] && fxId[i]) {
g_engine->_mixer->pauseChannels(false);
g_engine->_mixer->pauseHandle(soundHandleFx[i], false);
}
}
fxPaused = 0;
@ -2256,7 +2256,7 @@ int32 Sword2Sound::PauseMusic(void) {
for (i = 0; i < 2; i++) {
if (musStreaming[i]) {
musicPaused[i] = TRUE;
g_engine->_mixer->pauseChannels(true);
g_engine->_mixer->pauseHandle(soundHandleMusic[i], true);
} else {
musicPaused[i] = FALSE;
}
@ -2271,7 +2271,7 @@ int32 Sword2Sound::UnpauseMusic(void) {
if (soundOn) {
for (i = 0; i < 2; i++) {
if (musicPaused[i]) {
g_engine->_mixer->pauseChannels(false);
g_engine->_mixer->pauseHandle(soundHandleMusic[i], false);
musicPaused[i] = FALSE;
}
}