From 9cca17b3beb681ac482e96331e7444ae851d1741 Mon Sep 17 00:00:00 2001 From: Max Horn Date: Sat, 29 Nov 2003 14:37:47 +0000 Subject: don't see why we shouldn't just always call Sound::stopAllSounds just before loading... if anybody knows more, if you observe regressions, please document this in the source code (and/or file bug reports) svn-id: r11426 --- scumm/saveload.cpp | 10 ++-------- 1 file changed, 2 insertions(+), 8 deletions(-) (limited to 'scumm') diff --git a/scumm/saveload.cpp b/scumm/saveload.cpp index c9e04a0e5f..f116040574 100644 --- a/scumm/saveload.cpp +++ b/scumm/saveload.cpp @@ -125,12 +125,10 @@ bool ScummEngine::loadState(int slot, bool compat, SaveFileManager *mgr) { memcpy(_saveLoadName, hdr.name, sizeof(hdr.name)); - if (_imuseDigital) { - _imuseDigital->stopAllSounds(); - } - + _sound->stopAllSounds(); _sound->stopBundleMusic(); _sound->stopCD(); + _sound->pauseSounds(true); CHECK_HEAP @@ -559,10 +557,6 @@ void ScummEngine::saveOrLoad(Serializer *s, uint32 savegameVersion) { int var120Backup; int var98Backup; - if (s->isLoading() && (_saveSound || !_saveLoadCompatible)) { - _sound->stopAllSounds(); - } - // Because old savegames won't fill the entire gfxUsageBits[] array, // clear it here just to be sure it won't hold any unforseen garbage. if (s->isLoading()) -- cgit v1.2.3