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author | Johannes Schickel | 2016-03-16 15:24:59 +0100 |
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committer | Johannes Schickel | 2016-03-16 15:31:16 +0100 |
commit | 70ca4218dfdc1a21682b98fd1ef540f965785c0b (patch) | |
tree | 60864dfb67d597e6040dcabed571fd2037225b07 /common/list_intern.h | |
parent | 54756498bcef574707a008d4a864060633e15859 (diff) | |
download | scummvm-rg350-70ca4218dfdc1a21682b98fd1ef540f965785c0b.tar.gz scummvm-rg350-70ca4218dfdc1a21682b98fd1ef540f965785c0b.tar.bz2 scummvm-rg350-70ca4218dfdc1a21682b98fd1ef540f965785c0b.zip |
SCUMM: Check whether sound effects are active in Player_AD::getSoundStatus.
This fixes bug #7076 "LOOM: AdLib sound effect not stopped at Cygna's grave.".
Original SCUMM (I checked Monkey Island EGA) implemented Sound::isSoundRunning
by checking whether the sound resource of the requested sound id is locked. We
use actual sound state inside the player.
Diffstat (limited to 'common/list_intern.h')
0 files changed, 0 insertions, 0 deletions