- Mix_Volume(-1, SDL_MIX_MAXVOLUME / 4);
- Mix_VolumeMusic(SDL_MIX_MAXVOLUME / 4);
+ audio.sound_available = TRUE;
+ audio.music_available = TRUE;
+ audio.loops_available = TRUE;
+ audio.sound_enabled = TRUE;
+
+ /* determine number of available channels */
+ audio.channels = Mix_AllocateChannels(MIX_CHANNELS);
+
+ if (!audio.mods_available) /* reserve first channel for music loops */
+ {
+ if (Mix_ReserveChannels(1) == 1)
+ audio.music_channel = 0;
+ else
+ audio.music_available = FALSE;
+ }