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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/heretic/s_sound.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/heretic/s_sound.c')
-rw-r--r-- | src/heretic/s_sound.c | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/src/heretic/s_sound.c b/src/heretic/s_sound.c index 755206b4..79e2d353 100644 --- a/src/heretic/s_sound.c +++ b/src/heretic/s_sound.c @@ -523,7 +523,6 @@ void S_UpdateSounds(mobj_t * listener) void S_Init(void) { soundCurve = Z_Malloc(MAX_SND_DIST, PU_STATIC, NULL); - I_InitSound(false); if (snd_Channels > 8) { snd_Channels = 8; |