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authorEinar Johan Trøan Sømåen2012-08-14 17:26:46 +0200
committerEinar Johan Trøan Sømåen2012-08-14 17:26:46 +0200
commit209488c6cf87fc9c7f7adf005d7bad5a1f5428a8 (patch)
treeb313b9322380d370dca62569a9e59ce1baf17ed9
parentfb566386c74c823f98c089ef088ec997d5ce1371 (diff)
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WINTERMUTE: Save the loop-state of sounds properly.
-rw-r--r--engines/wintermute/base/sound/base_sound_buffer.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/engines/wintermute/base/sound/base_sound_buffer.cpp b/engines/wintermute/base/sound/base_sound_buffer.cpp
index 14bbcd9421..b94f0d8215 100644
--- a/engines/wintermute/base/sound/base_sound_buffer.cpp
+++ b/engines/wintermute/base/sound/base_sound_buffer.cpp
@@ -137,10 +137,12 @@ bool BaseSoundBuffer::play(bool looping, uint32 startSample) {
delete _handle;
_handle = NULL;
}
+ // Store the loop-value for save-games.
+ setLooping(looping);
if (_stream) {
_stream->seek(startSample);
_handle = new Audio::SoundHandle;
- if (looping) {
+ if (_looping) {
Audio::AudioStream *loopStream = new Audio::LoopingAudioStream(_stream, 0, DisposeAfterUse::NO);
g_system->getMixer()->playStream(_type, _handle, loopStream, -1, _volume, 0, DisposeAfterUse::YES);
} else {