From da6a260461920d4cafd4c6d1d624aebf2d9b975c Mon Sep 17 00:00:00 2001 From: Simon Howard Date: Sun, 23 Mar 2014 21:43:12 -0400 Subject: 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. --- src/strife/s_sound.c | 3 --- 1 file changed, 3 deletions(-) (limited to 'src/strife/s_sound.c') diff --git a/src/strife/s_sound.c b/src/strife/s_sound.c index ec59f3a6..513ab62d 100644 --- a/src/strife/s_sound.c +++ b/src/strife/s_sound.c @@ -144,9 +144,6 @@ void S_Init(int sfxVolume, int musicVolume, int voiceVolume) { int i; - I_InitSound(true); - I_InitMusic(); - I_PrecacheSounds(S_sfx, NUMSFX); S_SetSfxVolume(sfxVolume); -- cgit v1.2.3