SCI: actually all sound-sci0 games used a completely different kDoSoundPause logic, implement it - fixes all sorts of games not pausing when going to restore menu and more
svn-id: r50760
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2 changed files with 20 additions and 20 deletions
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@ -260,7 +260,7 @@ static const SciKernelMapSubEntry kDoSound_subops[] = {
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{ SIG_SOUNDSCI0, 3, MAP_CALL(DoSoundDispose), "o", NULL },
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{ SIG_SOUNDSCI0, 4, MAP_CALL(DoSoundMute), "(i)", NULL },
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{ SIG_SOUNDSCI0, 5, MAP_CALL(DoSoundStop), "o", NULL },
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{ SIG_SOUNDSCI0, 6, MAP_CALL(DoSoundPause), "[o0i]", NULL },
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{ SIG_SOUNDSCI0, 6, MAP_CALL(DoSoundPause), "i", NULL },
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{ SIG_SOUNDSCI0, 7, MAP_CALL(DoSoundResume), "o", NULL },
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{ SIG_SOUNDSCI0, 8, MAP_CALL(DoSoundMasterVolume), "(i)", NULL },
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{ SIG_SOUNDSCI0, 9, MAP_CALL(DoSoundUpdate), "o", NULL },
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