// also skip timeout sounds when not using native sound engine
if (game_bd.game == NULL || game_bd.game->state_counter != GAME_INT_CHECK_BONUS_TIME ||
!game.use_native_bd_sound_engine)
+ {
+ // needed to play sound during last seconds of counting bonus time with non-native sounds
+ if (game_bd.game != NULL && game_bd.game->state_counter == GAME_INT_CHECK_BONUS_TIME &&
+ !game.use_native_bd_sound_engine)
+ gd_sound_play(cave, GD_S_FINISHED, O_NONE, -1, -1);
+
return;
+ }
// this is an integer division, so 0 seconds can be 0.5 seconds...
// also, when this reaches 8, the player still has 8.9999 seconds.