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author | Johannes Schickel | 2011-03-20 23:45:52 +0100 |
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committer | Johannes Schickel | 2011-04-13 23:48:51 +0200 |
commit | f9a459d70e0a0de620ac931716481a938a725733 (patch) | |
tree | cebe003ba6a7959a28e52828216f57d0fca95789 | |
parent | 12a31200f29cfd36e93aa407fc56de28db31028d (diff) | |
download | scummvm-rg350-f9a459d70e0a0de620ac931716481a938a725733.tar.gz scummvm-rg350-f9a459d70e0a0de620ac931716481a938a725733.tar.bz2 scummvm-rg350-f9a459d70e0a0de620ac931716481a938a725733.zip |
ENGINES: Make Engine::syncSoundSettings use the Mixer's mute flag directly.
This fixes an annoying behavior in the Sword2 option's dialog, which set all
sound type volumes to 0, in case it was opened when the user used the global
mute setting.
-rw-r--r-- | engines/engine.cpp | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/engines/engine.cpp b/engines/engine.cpp index 0e5e58bc72..8145a550ab 100644 --- a/engines/engine.cpp +++ b/engines/engine.cpp @@ -439,10 +439,14 @@ void Engine::syncSoundSettings() { if (ConfMan.hasKey("mute")) mute = ConfMan.getBool("mute"); - _mixer->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, (mute ? 0 : Audio::Mixer::kMaxMixerVolume)); - _mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, (mute ? 0 : soundVolumeMusic)); - _mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, (mute ? 0 : soundVolumeSFX)); - _mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, (mute ? 0 : soundVolumeSpeech)); + _mixer->setMuteForSoundType(Audio::Mixer::kPlainSoundType, mute); + _mixer->setMuteForSoundType(Audio::Mixer::kMusicSoundType, mute); + _mixer->setMuteForSoundType(Audio::Mixer::kSFXSoundType, mute); + _mixer->setMuteForSoundType(Audio::Mixer::kSpeechSoundType, mute); + _mixer->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, Audio::Mixer::kMaxMixerVolume); + _mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, soundVolumeMusic); + _mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, soundVolumeSFX); + _mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, soundVolumeSpeech); } void Engine::flipMute() { |