- Adjusted the noise debug table so that fractional volume levels do not

run into the adjacent columns.
- Added a NullSoundRenderer so that most of the checks against a NULL GSnd
  can be removed.
- Fixed: Looping sounds must always successfully allocate a channel, even if
  it's only a pre-evicted channel.


SVN r1058 (trunk)
This commit is contained in:
Randy Heit 2008-07-01 01:28:22 +00:00
commit 601a6ad04c
11 changed files with 251 additions and 202 deletions

View file

@ -774,13 +774,10 @@ static void S_ClearSoundData()
{
unsigned int i;
if (GSnd != NULL)
S_StopAllChannels();
for (i = 0; i < S_sfx.Size(); ++i)
{
S_StopAllChannels();
for (i = 0; i < S_sfx.Size(); ++i)
{
GSnd->UnloadSound(&S_sfx[i]);
}
GSnd->UnloadSound(&S_sfx[i]);
}
S_sfx.Clear();