audio.sound_enabled = TRUE;
/* set number of available mixer channels */
- audio.channels = Mix_AllocateChannels(NUM_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)
Mix_Volume(-1, SOUND_MAX_VOLUME);
Mix_VolumeMusic(SOUND_MAX_VOLUME);
+
+ InitPlaylist();
}
inline void SDLCloseAudio(void)