From 859a9c01290dc6022f99c7fd99ff91d62a3153dc Mon Sep 17 00:00:00 2001 From: Max Horn Date: Wed, 24 Dec 2003 17:42:22 +0000 Subject: o Added SoundMixer::isReady() o Removed SoundMixer::bindToSystem() o In scumm, replaced _silentMixer, _silentDigitalImuse and _noDigitalSamples by SoundMixer::isReady() svn-id: r11893 --- sound/mixer.h | 15 ++++++++++----- 1 file changed, 10 insertions(+), 5 deletions(-) (limited to 'sound/mixer.h') 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 -- cgit v1.2.3