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author | Paweł Kołodziejski | 2004-09-18 14:31:36 +0000 |
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committer | Paweł Kołodziejski | 2004-09-18 14:31:36 +0000 |
commit | 0e9967afe12dd3b095a4f21a3f43d788e08c65a3 (patch) | |
tree | 659be5be17c328558d59d69904392e1c0f7df899 | |
parent | 8e2af996becdb74ae0dbf588323bb4e4ecbf5aac (diff) | |
download | scummvm-rg350-0e9967afe12dd3b095a4f21a3f43d788e08c65a3.tar.gz scummvm-rg350-0e9967afe12dd3b095a4f21a3f43d788e08c65a3.tar.bz2 scummvm-rg350-0e9967afe12dd3b095a4f21a3f43d788e08c65a3.zip |
smush tracks are not music channel, removed outdated dimuse comment
svn-id: r15167
-rw-r--r-- | sound/mixer.cpp | 5 |
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); |