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- do not stop the music in the cross-game level-end handler.
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Some maps require that it continues playing here.
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coelckers committed Sep 27, 2020
1 parent 9ab29f5 commit 47c1c22
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Showing 3 changed files with 4 additions and 2 deletions.
1 change: 1 addition & 0 deletions source/blood/src/endgame.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -167,6 +167,7 @@ void GameInterface::LevelCompleted(MapRecord *map, int skill)
{
JobDesc job = { Create<DBloodSummaryScreen>() };
sndStartSample(268, 128, -1, false, CHANF_UI);
Mus_Stop();
RunScreenJob(&job, 1, [=](bool)
{
soundEngine->StopAllChannels();
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1 change: 0 additions & 1 deletion source/core/mainloop.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -163,7 +163,6 @@ static void GameTicker()
case ga_completed:
FX_StopAllSounds();
FX_SetReverb(0);
Mus_Stop();
if (g_nextmap == currentLevel)
{
// if the same level is restarted, skip any progression stuff like summary screens or cutscenes.
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4 changes: 3 additions & 1 deletion source/exhumed/src/gameloop.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -47,6 +47,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "core/menu/menu.h"
#include "d_net.h"
#include "automap.h"
#include "raze_music.h"

BEGIN_PS_NS

Expand Down Expand Up @@ -221,7 +222,8 @@ void GameInterface::NewGame(MapRecord *map, int skill)

void GameInterface::LevelCompleted(MapRecord *map, int skill)
{
if (currentLevel->levelNumber == 0) gameaction = ga_mainmenu;
Mus_Stop();
if (currentLevel->levelNumber == 0) gameaction = ga_mainmenu;
else Intermission(currentLevel, map);
}

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