changed logic and defaults for falling element sounds in BD engine
[rocksndiamonds.git] / src / game_bd / main_bd.c
index 32305736fda1a21780d7d4fc923e2ec4ff6733a1..574edc3f3eeaef91434e3058239fd613c8caab82 100644 (file)
@@ -255,6 +255,14 @@ int getTimeLeft_BD(void)
   return 0;
 }
 
+void SetTimeFrames_BD(int frames_played)
+{
+  // needed to store final time after solving game (before counting down remaining time)
+  if (game_bd.game->state_counter == GAME_INT_CAVE_RUNNING)
+    game_bd.frames_played = frames_played;
+
+}
+
 static void UpdateGameDoorValues_BD(void)
 {
   GdCave *cave = game_bd.game->cave;
@@ -466,11 +474,11 @@ boolean use_bd_up_down_graphics(void)
          (setup.bd_up_down_graphics == STATE_AUTO && !use_native_bd_graphics_engine()));
 }
 
-// check if skipping falling sounds selected in setup menu
-boolean skip_bd_falling_sounds(void)
+// check if element falling sounds selected in setup menu
+boolean use_bd_falling_sounds(void)
 {
-  return ((setup.bd_skip_falling_sounds == STATE_TRUE) ||
-         (setup.bd_skip_falling_sounds == STATE_AUTO && !game.use_native_bd_sound_engine));
+  return ((setup.bd_falling_sounds == STATE_TRUE) ||
+         (setup.bd_falling_sounds == STATE_AUTO && game.use_native_bd_sound_engine));
 }
 
 Bitmap **GetTitleScreenBitmaps_BD(void)