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authorSergeanur <s.anureev@yandex.ua>2021-07-08 23:02:35 +0200
committerSergeanur <s.anureev@yandex.ua>2021-07-08 23:02:35 +0200
commit7a1ff3b2ad0ba3b52849d34e8a904b300f3a18c7 (patch)
treea71b0728bd04631169c6fe8169dbbc8376d42251 /src/audio/AudioManager.cpp
parentMerge branch 'miami' into lcs (diff)
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Diffstat (limited to '')
-rw-r--r--src/audio/AudioManager.cpp10
1 files changed, 9 insertions, 1 deletions
diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp
index 4ecdff25..f8fc5ff1 100644
--- a/src/audio/AudioManager.cpp
+++ b/src/audio/AudioManager.cpp
@@ -447,9 +447,17 @@ cAudioManager::ServiceSoundEffects()
#endif
m_bFifthFrameFlag = (m_FrameCounter++ % 5) == 0;
if (m_nUserPause && !m_nPreviousUserPause) {
- for (int32 i = 0; i < NUM_CHANNELS; i++)
+ for (int32 i = 0; i < NUM_CHANNELS_GENERIC; i++)
SampleManager.StopChannel(i);
+ SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, 0);
+ SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_1, 0);
+ SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_2, 0);
+
+ // ps2 code just stops the sound here for some reason
+ //SampleManager.StopChannel(CHANNEL_MISSION_AUDIO_1);
+ //SampleManager.StopChannel(CHANNEL_MISSION_AUDIO_2);
+
ClearRequestedQueue();
if (m_nActiveSampleQueue) {
m_nActiveSampleQueue = 0;