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authorPaweł Kołodziejski2004-09-18 14:31:36 +0000
committerPaweł Kołodziejski2004-09-18 14:31:36 +0000
commit0e9967afe12dd3b095a4f21a3f43d788e08c65a3 (patch)
tree659be5be17c328558d59d69904392e1c0f7df899
parent8e2af996becdb74ae0dbf588323bb4e4ecbf5aac (diff)
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smush tracks are not music channel, removed outdated dimuse comment
svn-id: r15167
-rw-r--r--sound/mixer.cpp5
1 files changed, 1 insertions, 4 deletions
diff --git a/sound/mixer.cpp b/sound/mixer.cpp
index adf92cbd10..e3ab968f3f 100644
--- a/sound/mixer.cpp
+++ b/sound/mixer.cpp
@@ -465,9 +465,6 @@ void SoundMixer::pauseHandle(PlayingSoundHandle handle, bool paused) {
bool SoundMixer::hasActiveSFXChannel() {
// FIXME/TODO: We need to distinguish between SFX and music channels
- // (and maybe also voice) here to work properly in iMuseDigital
- // games. In the past that was achieve using the _beginSlots hack.
- // Since we don't have that anymore, it's not that simple anymore.
Common::StackLock lock(_mutex);
for (int i = 0; i != NUM_CHANNELS; i++)
if (_channels[i] && !_channels[i]->isMusicChannel())
@@ -597,7 +594,7 @@ uint32 Channel::getElapsedTime() {
ChannelStream::ChannelStream(SoundMixer *mixer, PlayingSoundHandle *handle,
uint rate, byte flags, uint32 buffer_size)
- : Channel(mixer, handle, true) {
+ : Channel(mixer, handle, false) {
// Create the input stream
_input = makeAppendableAudioStream(rate, flags, buffer_size);