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Fixed sounds resuming in pause mode while switching between apps
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parent
05788b7978
commit
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2 changed files with 10 additions and 2 deletions
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@ -1,6 +1,7 @@
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Version 1.3.1
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Version 1.4
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=============
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===========
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* Fixed sounds resuming in pause mode while switching between apps.
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* Ported Winston from TR3 (requires updated TEN Winston wad2).
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* Ported Winston from TR3 (requires updated TEN Winston wad2).
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Version 1.3
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Version 1.3
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@ -7,6 +7,7 @@
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#include "Game/camera.h"
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#include "Game/camera.h"
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#include "Game/collision/collide_room.h"
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#include "Game/collision/collide_room.h"
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#include "Game/gui.h"
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#include "Game/Lara/lara.h"
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#include "Game/Lara/lara.h"
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#include "Game/room.h"
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#include "Game/room.h"
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#include "Game/Setup.h"
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#include "Game/Setup.h"
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@ -15,6 +16,8 @@
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#include "Specific/trutils.h"
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#include "Specific/trutils.h"
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#include "Specific/winmain.h"
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#include "Specific/winmain.h"
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using namespace TEN::Gui;
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HSAMPLE BASS_SamplePointer[SOUND_MAX_SAMPLES];
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HSAMPLE BASS_SamplePointer[SOUND_MAX_SAMPLES];
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HSTREAM BASS_3D_Mixdown;
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HSTREAM BASS_3D_Mixdown;
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HFX BASS_FXHandler[(int)SoundFilter::Count];
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HFX BASS_FXHandler[(int)SoundFilter::Count];
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@ -338,6 +341,10 @@ void ResumeAllSounds(SoundPauseMode mode)
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if (mode == SoundPauseMode::Global)
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if (mode == SoundPauseMode::Global)
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BASS_Start();
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BASS_Start();
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if (g_Gui.GetInventoryMode() == InventoryMode::Pause ||
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g_Gui.GetInventoryMode() == InventoryMode::Statistics)
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return;
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for (const auto& slot : SoundtrackSlot)
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for (const auto& slot : SoundtrackSlot)
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{
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{
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if ((slot.Channel != NULL) && (BASS_ChannelIsActive(slot.Channel) == BASS_ACTIVE_PAUSED))
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if ((slot.Channel != NULL) && (BASS_ChannelIsActive(slot.Channel) == BASS_ACTIVE_PAUSED))
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