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authorMax Horn2003-12-24 17:42:22 +0000
committerMax Horn2003-12-24 17:42:22 +0000
commit859a9c01290dc6022f99c7fd99ff91d62a3153dc (patch)
tree34a40bd53ce6c75e3685ec837c4da4c0a38d01f7 /sound/mixer.h
parent5665d137f6bae488ac19539acdcfe441f514a9d6 (diff)
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o Added SoundMixer::isReady()
o Removed SoundMixer::bindToSystem() o In scumm, replaced _silentMixer, _silentDigitalImuse and _noDigitalSamples by SoundMixer::isReady() svn-id: r11893
Diffstat (limited to 'sound/mixer.h')
-rw-r--r--sound/mixer.h15
1 files changed, 10 insertions, 5 deletions
diff --git a/sound/mixer.h b/sound/mixer.h
index d1bd379408..9001245e0e 100644
--- a/sound/mixer.h
+++ b/sound/mixer.h
@@ -82,17 +82,22 @@ private:
int _musicVolume;
bool _paused;
-
+
Channel *_channels[NUM_CHANNELS];
+ bool _mixerReady;
+
public:
SoundMixer();
~SoundMixer();
- /** bind to the OSystem object => mixer will be
- * invoked automatically when samples need
- * to be generated */
- bool bindToSystem(OSystem *syst);
+ /**
+ * Is the mixer ready and setup? This may not be the case on systems which
+ * don't support digital sound output. In that case, the mixer proc may
+ * never be called. That in turn can cause breakage in games which use the
+ * premix callback for syncing. In particular, the Adlib MIDI emulation...
+ */
+ bool isReady() const { return _mixerReady; };
/**
* Set the premix procedure. This is mainly used for the adlib music, but