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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-04-04 13:34:58 +0400
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-04-04 13:34:58 +0400
commit1a8deeb85b11494da0edbe4a6f719924a178c7dc (patch)
tree3d7531ac7c8297636800efc89cfb8bb4bbdd7cec /intern
parent32b0677d96a2cd533e585a4b59e40ae1189d40e2 (diff)
Fix only looped sounds play on platforms other than Windows/Apple.
Diffstat (limited to 'intern')
-rw-r--r--intern/SoundSystem/intern/SND_Scene.cpp6
1 files changed, 0 insertions, 6 deletions
diff --git a/intern/SoundSystem/intern/SND_Scene.cpp b/intern/SoundSystem/intern/SND_Scene.cpp
index 8cb2052dc31..5d26b41469e 100644
--- a/intern/SoundSystem/intern/SND_Scene.cpp
+++ b/intern/SoundSystem/intern/SND_Scene.cpp
@@ -409,14 +409,8 @@ void SND_Scene::UpdateActiveObects()
printf("%d - ",playstate);
#endif
-// if ((playstate == SND_STOPPED && (!juststartedplaying) && !pObject->GetLoopMode() && pObject->IsRunning())
-#if defined(WIN32) || defined(__APPLE__)
if ((playstate == SND_STOPPED) && !pObject->GetLoopMode())
-#else
- if (!pObject->GetLoopMode())
-#endif
{
-// printf("remove: %d\n", tijd);
RemoveActiveObject(pObject);
}
}