Hi,

OK - whoops - about half of what I wrote was complete garbage! This is the only 
relevant stuff:

In some parts of the code, there are calls to the sound_command() via
gamestate->sound_server->command(). In most others, a call to sound_command() 
only is made, rather than through the game state pointer. Why?

Why are some calls made to suspend (or resume) sound via
gamestate->sound_server->resume() and some to sound_command() with the 
SOUND_COMMAND_SUSPEND_SOUND parameter?

Sorry about the mix up. Aagh!

Thanks,
Alex.



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