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Sound: Allow sending commands to paused channels
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@ -48,13 +48,8 @@ void ChannelImpl::SetInitializationParameters(long initBits)
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source.SetInterpolation(interpolate);
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}
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void ChannelImpl::ApplyParametersToSource(int mask, bool evenIfInactive)
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void ChannelImpl::ApplyParametersToSource(int mask)
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{
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if (!evenIfInactive && !source.active)
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{
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return;
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}
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// Pitch
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if (mask & kApplyParameters_Pitch)
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{
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@ -44,7 +44,7 @@ public:
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void SetInitializationParameters(long initBits);
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void ApplyParametersToSource(int mask, bool evenIfInactive = false);
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void ApplyParametersToSource(int mask);
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inline ChannelImpl* GetPrev() const
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{
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@ -179,7 +179,7 @@ static void InstallSoundInChannel(SndChannelPtr chan, const Ptr sampledSoundHead
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// The loop param is a special case -- we're detecting it automatically according
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// to the sound header. If your application needs to force set the loop, it must
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// issue pommeSetLoopCmd *after* bufferCmd/soundCmd.
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impl.ApplyParametersToSource(kApplyParameters_All & ~kApplyParameters_Loop, true);
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impl.ApplyParametersToSource(kApplyParameters_All & ~kApplyParameters_Loop);
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// Override systemwide audio pause.
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impl.temporaryPause = false;
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