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author | Florian Kagerer | 2010-07-04 15:06:42 +0000 |
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committer | Florian Kagerer | 2010-07-04 15:06:42 +0000 |
commit | 6c9e3b01da554b44bd8d5adac11f95ae3aa52599 (patch) | |
tree | 024e839a5ed9f8b42598097905cdb8fd9375d83c /gui | |
parent | 7d64f3e34369ef43d6a9e03d9b8cb3752c300afe (diff) | |
download | scummvm-rg350-6c9e3b01da554b44bd8d5adac11f95ae3aa52599.tar.gz scummvm-rg350-6c9e3b01da554b44bd8d5adac11f95ae3aa52599.tar.bz2 scummvm-rg350-6c9e3b01da554b44bd8d5adac11f95ae3aa52599.zip |
GUI/AUDIO: This change will make individual game audio settings take over the audio device from the global settings if no device config key is found for that game (This should fix the problem reported by LordHoto on devel. It might make sense to implement this behaviour to other settings, like subtitle mode etc.)
svn-id: r50646
Diffstat (limited to 'gui')
-rw-r--r-- | gui/options.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/gui/options.cpp b/gui/options.cpp index 5dba2bafd5..ceb5073576 100644 --- a/gui/options.cpp +++ b/gui/options.cpp @@ -803,8 +803,8 @@ bool OptionsDialog::loadMusicDeviceSetting(PopUpWidget *popup, Common::String se if (!popup || !popup->isEnabled()) return true; - if (ConfMan.hasKey(setting, _domain) || preferredType) { - const Common::String drv = ConfMan.get(setting, _domain); + if (_domain != Common::ConfigManager::kApplicationDomain || ConfMan.hasKey(setting, _domain) || preferredType) { + const Common::String drv = ConfMan.get(setting, (_domain != Common::ConfigManager::kApplicationDomain && !ConfMan.hasKey(setting, _domain)) ? Common::ConfigManager::kApplicationDomain : _domain); const MusicPlugin::List p = MusicMan.getPlugins(); int id = 0; for (MusicPlugin::List::const_iterator m = p.begin(); m != p.end() && id != -1; m++) { |