- Fixed: S_ClearSoundData() did not stop any channels before freeing the
samples, a problem for the alternate sound renderer if it happened to be playing any sounds at the time, since it would try to keep on playing them. SVN r483 (trunk)
This commit is contained in:
parent
dea5cf9ba4
commit
58d4c4f9ae
7 changed files with 42 additions and 1 deletions
|
|
@ -746,6 +746,7 @@ static void S_ClearSoundData()
|
|||
|
||||
if (GSnd != NULL)
|
||||
{
|
||||
GSnd->StopAllChannels();
|
||||
for (i = 0; i < S_sfx.Size(); ++i)
|
||||
{
|
||||
GSnd->UnloadSound (&S_sfx[i]);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue