void CAudio::StopActiveSound (int nChannel) { if (!gameStates.app.bUseSound) return; if (!m_info.bAvailable) return; if (!audio.m_channels [nChannel].Playing ()) return; audio.StopSound (nChannel); }
void CAudio::StopAllChannels (void) { #if 1 StopLoopingSound (); StopObjectSounds (); #endif for (int i = 0; i < MAX_SOUND_CHANNELS; i++) audio.StopSound (i); gameData.multiplayer.bMoving = -1; gameData.weapons.firing [0].bSound = 0; soundQueue.Init (); }