commit da6a260461920d4cafd4c6d1d624aebf2d9b975c
Author: Simon Howard <fraggle@gmail.com>
AuthorDate: Sun Mar 23 21:43:12 2014 -0400
Commit: Simon Howard <fraggle@gmail.com>
CommitDate: Sun Mar 23 21:43:12 2014 -0400
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/doom/d_main.c | 2 ++
src/doom/s_sound.c | 3 ---
src/heretic/d_main.c | 5 ++++-
src/heretic/s_sound.c | 1 -
src/hexen/h2_main.c | 2 ++
src/hexen/s_sound.c | 2 --
src/strife/d_main.c | 4 +++-
src/strife/s_sound.c | 3 ---
8 files changed, 11 insertions(+), 11 deletions(-)
diff --git a/src/doom/d_main.c b/src/doom/d_main.c
index 5f7e2051..b2566176 100644
--- a/src/doom/d_main.c
+++ b/src/doom/d_main.c
@@ -1470,6 +1470,8 @@ void D_DoomMain (void)
I_CheckIsScreensaver();
I_InitTimer();
I_InitJoystick();
+ I_InitSound(true);
+ I_InitMusic();
#ifdef FEATURE_MULTIPLAYER
printf ("NET_Init: Init network subsystem.\n");
diff --git a/src/doom/s_sound.c b/src/doom/s_sound.c
index 12a55d8f..7b000e94 100644
--- a/src/doom/s_sound.c
+++ b/src/doom/s_sound.c
@@ -122,9 +122,6 @@ void S_Init(int sfxVolume, int musicVolume)
{
int i;
- I_InitSound(true);
- I_InitMusic();
-
I_PrecacheSounds(S_sfx, NUMSFX);
S_SetSfxVolume(sfxVolume);
diff --git a/src/heretic/d_main.c b/src/heretic/d_main.c
index 6af7dda1..178db2eb 100644
--- a/src/heretic/d_main.c
+++ b/src/heretic/d_main.c
@@ -1037,12 +1037,15 @@ void D_DoomMain(void)
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
diff --git a/src/heretic/s_sound.c b/src/heretic/s_sound.c
index 755206b4..79e2d353 100644
--- a/src/heretic/s_sound.c
+++ b/src/heretic/s_sound.c
@@ -523,7 +523,6 @@ void S_UpdateSounds(mobj_t * listener)
void S_Init(void)
{
soundCurve = Z_Malloc(MAX_SND_DIST, PU_STATIC, NULL);
- I_InitSound(false);
if (snd_Channels > 8)
{
snd_Channels = 8;
diff --git a/src/hexen/h2_main.c b/src/hexen/h2_main.c
index 07244417..0afdff24 100644
--- a/src/hexen/h2_main.c
+++ b/src/hexen/h2_main.c
@@ -325,6 +325,8 @@ void D_DoomMain(void)
I_CheckIsScreensaver();
I_InitTimer();
I_InitJoystick();
+ I_InitSound(false);
+ I_InitMusic();
#ifdef FEATURE_MULTIPLAYER
ST_Message("NET_Init: Init networking subsystem.\n");
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;
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]
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);