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authorSimon Howard2014-03-23 21:43:12 -0400
committerSimon Howard2014-03-23 21:43:12 -0400
commitda6a260461920d4cafd4c6d1d624aebf2d9b975c (patch)
treea98c65d365f46b65377566735306d5a82e391819 /src/hexen/s_sound.c
parent84f136b51e07b4d9815c6b033e897ebaef4f16a7 (diff)
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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/hexen/s_sound.c')
-rw-r--r--src/hexen/s_sound.c2
1 files changed, 0 insertions, 2 deletions
diff --git a/src/hexen/s_sound.c b/src/hexen/s_sound.c
index f6509d1c..3f1a1e76 100644
--- a/src/hexen/s_sound.c
+++ b/src/hexen/s_sound.c
@@ -796,8 +796,6 @@ void S_Init(void)
SoundCurve = W_CacheLumpName("SNDCURVE", PU_STATIC);
// SoundCurve = Z_Malloc(MAX_SND_DIST, PU_STATIC, NULL);
- I_InitSound(false);
-
if (snd_Channels > 8)
{
snd_Channels = 8;