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rnd-20020513-1-src
[rocksndiamonds.git]
/
src
/
libgame
/
sdl.c
diff --git
a/src/libgame/sdl.c
b/src/libgame/sdl.c
index f10dfd6dc2322f3b72ae2701b54d1439279f0121..42e6286bf78697605e42c52cef07c04b636c5c60 100644
(file)
--- a/
src/libgame/sdl.c
+++ b/
src/libgame/sdl.c
@@
-873,7
+873,7
@@
inline void SDLOpenAudio(void)
}
if (Mix_OpenAudio(DEFAULT_AUDIO_SAMPLE_RATE, AUDIO_S16,
}
if (Mix_OpenAudio(DEFAULT_AUDIO_SAMPLE_RATE, AUDIO_S16,
- AUDIO_
STEREO_CHANNELS
,
+ AUDIO_
NUM_CHANNELS_STEREO
,
DEFAULT_AUDIO_FRAGMENT_SIZE) < 0)
{
Error(ERR_WARN, "Mix_OpenAudio() failed: %s", SDL_GetError());
DEFAULT_AUDIO_FRAGMENT_SIZE) < 0)
{
Error(ERR_WARN, "Mix_OpenAudio() failed: %s", SDL_GetError());
@@
-885,17
+885,12
@@
inline void SDLOpenAudio(void)
audio.loops_available = TRUE;
audio.sound_enabled = TRUE;
audio.loops_available = TRUE;
audio.sound_enabled = TRUE;
- /* determine number of available channels */
- audio.channels = Mix_AllocateChannels(MIX_CHANNELS);
+ /* set number of available mixer channels */
+ audio.num_channels = Mix_AllocateChannels(NUM_MIXER_CHANNELS);
+ audio.music_channel = MUSIC_CHANNEL;
+ audio.first_sound_channel = FIRST_SOUND_CHANNEL;
- /* reserve first channel for music loops */
- if (Mix_ReserveChannels(1) == 1)
- audio.music_channel = 0;
- else
- audio.music_available = FALSE;
-
- Mix_Volume(-1, SOUND_MAX_VOLUME);
- Mix_VolumeMusic(SOUND_MAX_VOLUME);
+ Mixer_InitChannels();
}
inline void SDLCloseAudio(void)
}
inline void SDLCloseAudio(void)