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
This commit is contained in:
Martin Kiewitz 2010-07-09 16:05:47 +00:00
parent aadf2e9765
commit eddd6d0dba
2 changed files with 20 additions and 20 deletions

View file

@ -260,7 +260,7 @@ static const SciKernelMapSubEntry kDoSound_subops[] = {
{ SIG_SOUNDSCI0, 3, MAP_CALL(DoSoundDispose), "o", NULL },
{ SIG_SOUNDSCI0, 4, MAP_CALL(DoSoundMute), "(i)", NULL },
{ SIG_SOUNDSCI0, 5, MAP_CALL(DoSoundStop), "o", NULL },
{ SIG_SOUNDSCI0, 6, MAP_CALL(DoSoundPause), "[o0i]", NULL },
{ SIG_SOUNDSCI0, 6, MAP_CALL(DoSoundPause), "i", NULL },
{ SIG_SOUNDSCI0, 7, MAP_CALL(DoSoundResume), "o", NULL },
{ SIG_SOUNDSCI0, 8, MAP_CALL(DoSoundMasterVolume), "(i)", NULL },
{ SIG_SOUNDSCI0, 9, MAP_CALL(DoSoundUpdate), "o", NULL },