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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:
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f486997822
commit
730e6b8c38
@ -627,13 +627,13 @@ void Sword2Sound::MuteSpeech(uint8 mute) {
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}
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uint8 Sword2Sound::IsSpeechMute(void) {
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return (speechMuted);
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return speechMuted;
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}
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int32 Sword2Sound::PauseSpeech(void) {
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if (GetSpeechStatus() == RDSE_SAMPLEPLAYING) {
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speechPaused = 1;
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g_engine->_mixer->pauseChannels(true);
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g_engine->_mixer->pauseHandle(soundHandleSpeech, true);
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}
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return(RD_OK);
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}
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@ -641,7 +641,7 @@ int32 Sword2Sound::PauseSpeech(void) {
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int32 Sword2Sound::UnpauseSpeech(void) {
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if (speechPaused) {
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speechPaused = 0;
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g_engine->_mixer->pauseChannels(false);
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g_engine->_mixer->pauseHandle(soundHandleSpeech, false);
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}
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return(RD_OK);
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}
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@ -1122,7 +1122,7 @@ int32 Sword2Sound::PauseFx(void) {
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if (!fxPaused) {
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for (i = 0; i < MAXFX; i++) {
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if (fxId[i]) {
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g_engine->_mixer->pauseChannels(true);
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g_engine->_mixer->pauseHandle(soundHandleFx[i], true);
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fxiPaused[i] = 1;
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} else {
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fxiPaused[i] = 0;
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@ -1139,7 +1139,7 @@ int32 Sword2Sound::PauseFxForSequence(void) {
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if (!fxPaused) {
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for (i = 0; i<MAXFX; i++) {
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if ((fxId[i]) && (fxId[i] != (int32) 0xfffffffe)) {
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g_engine->_mixer->stopHandle(soundHandleFx[i]);
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g_engine->_mixer->pauseHandle(soundHandleFx[i], true);
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fxiPaused[i] = 1;
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} else {
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fxiPaused[i] = 0;
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@ -1156,7 +1156,7 @@ int32 Sword2Sound::UnpauseFx(void) {
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if (fxPaused) {
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for (i = 0; i < MAXFX; i++) {
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if (fxiPaused[i] && fxId[i]) {
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g_engine->_mixer->pauseChannels(false);
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g_engine->_mixer->pauseHandle(soundHandleFx[i], false);
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}
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}
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fxPaused = 0;
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@ -2256,7 +2256,7 @@ int32 Sword2Sound::PauseMusic(void) {
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for (i = 0; i < 2; i++) {
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if (musStreaming[i]) {
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musicPaused[i] = TRUE;
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g_engine->_mixer->pauseChannels(true);
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g_engine->_mixer->pauseHandle(soundHandleMusic[i], true);
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} else {
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musicPaused[i] = FALSE;
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}
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@ -2271,7 +2271,7 @@ int32 Sword2Sound::UnpauseMusic(void) {
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if (soundOn) {
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for (i = 0; i < 2; i++) {
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if (musicPaused[i]) {
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g_engine->_mixer->pauseChannels(false);
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g_engine->_mixer->pauseHandle(soundHandleMusic[i], false);
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musicPaused[i] = FALSE;
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}
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}
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