ref: da6a260461920d4cafd4c6d1d624aebf2d9b975c
parent: 84f136b51e07b4d9815c6b033e897ebaef4f16a7
author: Simon Howard <[email protected]>
date: Sun Mar 23 17:43:12 EDT 2014
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.
--- a/src/doom/d_main.c
+++ b/src/doom/d_main.c
@@ -1470,6 +1470,8 @@
I_CheckIsScreensaver();
I_InitTimer();
I_InitJoystick();
+ I_InitSound(true);
+ I_InitMusic();
#ifdef FEATURE_MULTIPLAYER
printf ("NET_Init: Init network subsystem.\n");
--- a/src/doom/s_sound.c
+++ b/src/doom/s_sound.c
@@ -122,9 +122,6 @@
{
int i;
- I_InitSound(true);
- I_InitMusic();
-
I_PrecacheSounds(S_sfx, NUMSFX);
S_SetSfxVolume(sfxVolume);
--- a/src/heretic/d_main.c
+++ b/src/heretic/d_main.c
@@ -1037,12 +1037,15 @@
testcontrols = true;
}
+ I_InitTimer();
+ I_InitSound(false);
+ I_InitMusic();
+
#ifdef FEATURE_MULTIPLAYER
tprintf("NET_Init: Init network subsystem.\n", 1);
NET_Init ();
#endif
- I_InitTimer();
D_ConnectNetGame();
// haleyjd: removed WATCOMC
--- a/src/heretic/s_sound.c
+++ b/src/heretic/s_sound.c
@@ -523,7 +523,6 @@
void S_Init(void)
{
soundCurve = Z_Malloc(MAX_SND_DIST, PU_STATIC, NULL);
- I_InitSound(false);
if (snd_Channels > 8)
{
snd_Channels = 8;
--- a/src/hexen/h2_main.c
+++ b/src/hexen/h2_main.c
@@ -325,6 +325,8 @@
I_CheckIsScreensaver();
I_InitTimer();
I_InitJoystick();
+ I_InitSound(false);
+ I_InitMusic();
#ifdef FEATURE_MULTIPLAYER
ST_Message("NET_Init: Init networking subsystem.\n");
--- a/src/hexen/s_sound.c
+++ b/src/hexen/s_sound.c
@@ -796,8 +796,6 @@
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;
--- a/src/strife/d_main.c
+++ b/src/strife/d_main.c
@@ -1640,8 +1640,10 @@
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]
--- a/src/strife/s_sound.c
+++ b/src/strife/s_sound.c
@@ -144,9 +144,6 @@
{
int i;
- I_InitSound(true);
- I_InitMusic();
-
I_PrecacheSounds(S_sfx, NUMSFX);
S_SetSfxVolume(sfxVolume);