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56
engines/tetraedge/game/game_sound.cpp
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56
engines/tetraedge/game/game_sound.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "tetraedge/game/game_sound.h"
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#include "tetraedge/game/syberia_game.h"
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#include "tetraedge/tetraedge.h"
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#include "tetraedge/te/te_lua_thread.h"
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namespace Tetraedge {
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GameSound::GameSound() {
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}
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bool GameSound::onSoundStopped() {
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SyberiaGame *game = dynamic_cast<SyberiaGame *>(g_engine->getGame());
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if (!game || !game->luaContext().isCreated())
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return false;
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Common::Array<SyberiaGame::YieldedCallback> &callbacks = game->yieldedCallbacks();
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for (uint i = 0; i < callbacks.size(); i++) {
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if (callbacks[i]._luaFnName == "OnFreeSoundFinished" && callbacks[i]._luaParam == _name) {
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TeLuaThread *thread = callbacks[i]._luaThread;
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callbacks.remove_at(i);
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if (thread) {
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thread->resume();
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return false;
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}
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break;
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}
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}
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game->luaScript().execute("OnFreeSoundFinished", _name);
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game->luaScript().execute("OnCellFreeSoundFinished", _name);
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return false;
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}
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} // end namespace Tetraedge
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