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author | Johannes Schickel | 2009-09-24 16:17:52 +0000 |
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committer | Johannes Schickel | 2009-09-24 16:17:52 +0000 |
commit | 9ab801bec68a93042cd9ba5ea962d7eab9df5a4a (patch) | |
tree | 0133eb67c6d8908ccbd7236220ad041a846ccd42 | |
parent | e56dbf68be864d9617b01e72f55d93025a490893 (diff) | |
download | scummvm-rg350-9ab801bec68a93042cd9ba5ea962d7eab9df5a4a.tar.gz scummvm-rg350-9ab801bec68a93042cd9ba5ea962d7eab9df5a4a.tar.bz2 scummvm-rg350-9ab801bec68a93042cd9ba5ea962d7eab9df5a4a.zip |
Fixed bug in Engine::flipMute, whiched prevent the game from being muted the first time flipMute is called, when there's no "mute" config entry.
svn-id: r44308
-rw-r--r-- | engines/engine.cpp | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/engines/engine.cpp b/engines/engine.cpp index 11e46e893a..291f036c5a 100644 --- a/engines/engine.cpp +++ b/engines/engine.cpp @@ -343,7 +343,10 @@ void Engine::syncSoundSettings() { } void Engine::flipMute() { - bool mute = false; + // Mute will be set to true by default here. This has two reasons: + // - if the game already has an "mute" config entry, it will be overwritten anyway. + // - if it does not have a "mute" config entry, the sound is unmuted currently and should be muted now. + bool mute = true; if (ConfMan.hasKey("mute")) { mute = !ConfMan.getBool("mute"); |