Properly update the near water sound volume

experimental
Chris Robinson 7 years ago
parent 0b720cd90c
commit 033303b911

@ -931,11 +931,14 @@ namespace MWSound
mOutput->finishSound(mNearWaterSound);
mNearWaterSound = nullptr;
}
else if(LastCell != curcell)
else
{
bool soundIdChanged = false;
Sound_Buffer* sfx = lookupSound(soundId);
Sound_Buffer *sfx = lookupSound(soundId);
if(LastCell != curcell)
{
LastCell = curcell;
SoundMap::const_iterator snditer = mActiveSounds.find(MWWorld::Ptr());
if(snditer != mActiveSounds.end())
{
@ -947,9 +950,9 @@ namespace MWSound
if (pairiter != snditer->second.end() && pairiter->second != sfx)
soundIdChanged = true;
}
}
LastCell = curcell;
if (soundIdChanged)
if(soundIdChanged)
{
mOutput->finishSound(mNearWaterSound);
mNearWaterSound = playSound(soundId, volume, 1.0f, Play_TypeSfx, Play_Loop);

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