shithub: duke3d

Download patch

ref: dd671e26c45909310d20db2180f5f328dc8ad8cd
parent: 0a411d3dee850a3beae87b95256523df7aa6104d
author: Fabien Sanglard <[email protected]>
date: Thu Dec 13 16:56:23 EST 2012

Fixed dummy sound system problem (faking playing a sound had to return FX_Ok instead of 1

--- a/Engine/src/sdl_driver.c
+++ b/Engine/src/sdl_driver.c
@@ -2479,10 +2479,10 @@
 //} /* getticks */
 
 
-#if 0// PLATFORM_WIN32 Timer on windows 98 used to be really poor but now it is very accurate
-     // We can just used what SDL uses, now need for QueryPerformanceFrequency or QueryPerformanceCounter
-     // (which I bet SDL is using anyway).
-
+//Timer on windows 98 used to be really poor but now it is very accurate
+// We can just used what SDL uses, now need for QueryPerformanceFrequency or QueryPerformanceCounter
+// (which I bet SDL is using anyway).
+#if 0//PLATFORM_WIN32 
 int TIMER_GetPlatformTicksInOneSecond(int64_t* t)
 {
     QueryPerformanceFrequency((LARGE_INTEGER*)t);
--- a/Game/src/dummy_audiolib.c
+++ b/Game/src/dummy_audiolib.c
@@ -38,26 +38,26 @@
 int FX_SetFrequency( int handle, int frequency ){return 1;}
 
 int FX_PlayVOC( uint8_t  *ptr, int pitchoffset, int vol, int left, int right,
-               int priority, uint32_t callbackval ){return 1;}
+               int priority, uint32_t callbackval ){return FX_Ok;}
 int FX_PlayLoopedVOC( uint8_t  *ptr, int32_t loopstart, int32_t loopend,
                      int pitchoffset, int vol, int left, int right, int priority,
-                     uint32_t callbackval ){return 1;}
+                     uint32_t callbackval ){return FX_Ok;}
 int FX_PlayWAV( uint8_t  *ptr, int pitchoffset, int vol, int left, int right,
-               int priority, uint32_t callbackval ){return 1;}
+               int priority, uint32_t callbackval ){return FX_Ok;}
 int FX_PlayLoopedWAV( uint8_t  *ptr, int32_t loopstart, int32_t loopend,
                      int pitchoffset, int vol, int left, int right, int priority,
-                     uint32_t callbackval ){return 1;}
+                     uint32_t callbackval ){return FX_Ok;}
 int FX_PlayVOC3D( uint8_t  *ptr, int pitchoffset, int angle, int distance,
-                 int priority, uint32_t callbackval ){return 1;}
+                 int priority, uint32_t callbackval ){return FX_Ok;}
 int FX_PlayWAV3D( uint8_t  *ptr, int pitchoffset, int angle, int distance,
-                 int priority, uint32_t callbackval ){return 1;}
+                 int priority, uint32_t callbackval ){return FX_Ok;}
 int FX_PlayRaw( uint8_t  *ptr, uint32_t length, unsigned rate,
                int pitchoffset, int vol, int left, int right, int priority,
-               uint32_t callbackval ){return 1;}
+               uint32_t callbackval ){return FX_Ok;}
 int FX_PlayLoopedRaw( uint8_t  *ptr, uint32_t length, uint8_t  *loopstart,
                      uint8_t  *loopend, unsigned rate, int pitchoffset, int vol, int left,
-                     int right, int priority, uint32_t callbackval ){return 1;}
-int FX_Pan3D( int handle, int angle, int distance ){return 1;}
+                     int right, int priority, uint32_t callbackval ){return FX_Ok;}
+int FX_Pan3D( int handle, int angle, int distance ){return FX_Ok;}
 int FX_SoundActive( int handle ){return 1;}
 int FX_SoundsPlaying( void ){return 0;}
 int FX_StopSound( int handle ){return 1;}
--- a/Game/src/sounds.c
+++ b/Game/src/sounds.c
@@ -675,13 +675,15 @@
 void clearsoundlocks(void)
 {
     int32_t i;
+    
+    printf("FCS: Warning, cleaning sound lock in unproper way. THIS MUST BE FIXED ON MACOSX.\n");
 
     for(i=0;i<NUM_SOUNDS;i++)
-        if(Sound[i].lock >= 200)
+     //   if(Sound[i].lock >= 200)
             Sound[i].lock = 199;
 
     for(i=0;i<11;i++)
-        if(lumplockbyte[i] >= 200)
+       // if(lumplockbyte[i] >= 200)
             lumplockbyte[i] = 199;
 }