else if (game->state_counter == GAME_INT_COVER_START)
{
// starting to cover. start cover sound.
-
gd_cave_clear_sounds(game->cave);
gd_sound_play(game->cave, GD_S_COVERING, O_COVERED, -1, -1);
// covering.
gd_sound_play(game->cave, GD_S_COVERING, O_COVERED, -1, -1);
+ // to play cover sound
+ gd_sound_play_cave(game->cave);
+
counter_next = game->state_counter;
if (frame)
counter_next = game->state_counter + 1;
return_state = GD_GAME_NOTHING;
- // to stop uncover sound.
- gd_cave_clear_sounds(game->cave);
- gd_sound_play_cave(game->cave);
+ // do not stop cover sound here; uncovering (with same sound) may immediately follow
}
else
{