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author | Simon Howard | 2014-03-23 21:43:12 -0400 |
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committer | Simon Howard | 2014-03-23 21:43:12 -0400 |
commit | da6a260461920d4cafd4c6d1d624aebf2d9b975c (patch) | |
tree | a98c65d365f46b65377566735306d5a82e391819 /src/d_mode.c | |
parent | 84f136b51e07b4d9815c6b033e897ebaef4f16a7 (diff) | |
download | chocolate-doom-da6a260461920d4cafd4c6d1d624aebf2d9b975c.tar.gz chocolate-doom-da6a260461920d4cafd4c6d1d624aebf2d9b975c.tar.bz2 chocolate-doom-da6a260461920d4cafd4c6d1d624aebf2d9b975c.zip |
Rearrange order of SDL sound startup.
Initialize low-level sound startup (calls to I_InitSound) separately
from the high-level sound startup (S_Init). In particular, make sure
that SDL sound is initialized before the textscreen multiplayer
waiting screen is shown. This is an attempt to fix a bug with sound in
multiplayer games on Windows; calling SDL_QuitSubSystem(SDL_INIT_VIDEO)
(on closedown of the textscreen library) causes subsequent attempts to
initialize audio to fail.
Big thanks go to Alexandre-Xavier (AXDOOMER) for working out a fix for
this bug and James Haley (Quasar) for giving some technical background
about the lack of separation between SDL subsystems. This (hopefully)
fixes #270.
Diffstat (limited to 'src/d_mode.c')
0 files changed, 0 insertions, 0 deletions