Pause sounds on game pause

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Bio Hazard
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Pause sounds on game pause

Post by Bio Hazard »

Is there any reason why sounds don't pause when you pause the game? You could just walk through the sound channels and call FSOUND_SetPause(i,1); on every sound channel and vice-versa on unpause.

This would make it a lot easier to sync cutscenes with music. Perhaps a PlaySyncSound() ACS command should be added?
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Nash
 
 
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Post by Nash »

I agree. Sounds and music should pause along with the Pause button, and resume where it stopped after unpausing.

Same goes for the menu too.

Maybe some options to define whether a sound or music is paused when the menu is open. This is to make sure the original behaviour of Doom is retained when the menu is open.
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Caligari87
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Post by Caligari87 »

As long as it's a mapinfo flag or something, so that individual WADs wouldn't be borked.

8-)
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Risen
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Re: Pause sounds on game pause

Post by Risen »

Bio Hazard wrote:You could just walk through the sound channels and call FSOUND_SetPause(i,1); on every sound channel and vice-versa on unpause.
While I do like the idea, I don't think it would be that simple. How would you play the menu sounds when the game was paused?
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Bio Hazard
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Post by Bio Hazard »

Then don't pause the menu sound channel. :)
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Bio Hazard
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Post by Bio Hazard »

So is this going happen or what? I really need it for KDiZD.
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Graf Zahl
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Post by Graf Zahl »

The fact that some people 'need' certain features hasn't done anything for ZDoom so far. See .96x for a perfect example...
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ace
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Post by ace »

Yes, but weren't two or three features added specifically for projects that needed them? They were important ones nonetheless IIRC, but still I do remember Randy posting something about a case like that...

Though the chances of it being incorporated for a quick new version soon would be ridiculous though, I assume. Still sounds useful though.
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Post by Risen »

GetLevelInfo was specifically added for KDIZD. (thanks again!)
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Post by Bio Hazard »

I was thinking of GZD or 98x more specifically. I already knew that Randy probably not get around to it for a long time.
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Post by Bio Hazard »

Sorry to bring this up again, but I seriously need something like this. I have tried so many ways to get this to work, but I haven't managed to hack anything that works. I have got to have it for KDiZD and several timed cutscenes in another project of mine.

If I could just get the source to compile, I could try to make a patch, but I'm not able to (even with MinGW).

I don't even care if it's in mainstream ZDoom any time soon, I need it in GZD or 98x at least!


I have also thought about implementation, I think it should be a sndinfo option instead of an ACS function.

Anyway, sorry again to bring this up once more.
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Post by skadoomer »

a soundinfo lump makes much more sense thn adding it via ACS. Unfortunatly because of the state of things in zdoom, unless you write the addition yourself it probabily won't get added.
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randi
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Post by randi »

Done.
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Bio Hazard
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Post by Bio Hazard »

OMFG


I want to test! I don't care how buggy it is!
Gimmie an EXE! :S :S
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Graf Zahl
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Post by Graf Zahl »

Don't you have a compiler yourself?
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