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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/strife/d_main.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/strife/d_main.c')
-rw-r--r-- | src/strife/d_main.c | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/src/strife/d_main.c b/src/strife/d_main.c index 855dae7d..7cd2387f 100644 --- a/src/strife/d_main.c +++ b/src/strife/d_main.c @@ -1640,8 +1640,10 @@ void D_DoomMain (void) savegamedir = M_GetSaveGameDir("strife1.wad"); // fraggle 20130405: I_InitTimer is needed here for the netgame - // startup. + // startup. Start low-level sound init here too. I_InitTimer(); + I_InitSound(true); + I_InitMusic(); #ifdef FEATURE_MULTIPLAYER if(devparm) // [STRIFE] |