summaryrefslogtreecommitdiff
path: root/src/doom
diff options
context:
space:
mode:
authorSimon Howard2014-03-23 21:43:12 -0400
committerSimon Howard2014-03-23 21:43:12 -0400
commitda6a260461920d4cafd4c6d1d624aebf2d9b975c (patch)
treea98c65d365f46b65377566735306d5a82e391819 /src/doom
parent84f136b51e07b4d9815c6b033e897ebaef4f16a7 (diff)
downloadchocolate-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/doom')
-rw-r--r--src/doom/d_main.c2
-rw-r--r--src/doom/s_sound.c3
2 files changed, 2 insertions, 3 deletions
diff --git a/src/doom/d_main.c b/src/doom/d_main.c
index 5f7e2051..b2566176 100644
--- a/src/doom/d_main.c
+++ b/src/doom/d_main.c
@@ -1470,6 +1470,8 @@ void D_DoomMain (void)
I_CheckIsScreensaver();
I_InitTimer();
I_InitJoystick();
+ I_InitSound(true);
+ I_InitMusic();
#ifdef FEATURE_MULTIPLAYER
printf ("NET_Init: Init network subsystem.\n");
diff --git a/src/doom/s_sound.c b/src/doom/s_sound.c
index 12a55d8f..7b000e94 100644
--- a/src/doom/s_sound.c
+++ b/src/doom/s_sound.c
@@ -122,9 +122,6 @@ void S_Init(int sfxVolume, int musicVolume)
{
int i;
- I_InitSound(true);
- I_InitMusic();
-
I_PrecacheSounds(S_sfx, NUMSFX);
S_SetSfxVolume(sfxVolume);