Return earlier if no sound data is available

There is no point to retrieving the SDL_mixer output settings if the
sound data is missing, since they are only used when the data is
present.
This commit is contained in:
Kp 2023-01-07 22:17:31 +00:00
parent 704bde86bd
commit 058ad139e4

View file

@ -308,6 +308,8 @@ static void mixdigi_convert_sound(const unsigned i)
//proceed only if not converted yet
return;
const auto data = GameSounds[i].span();
if (data.empty())
return;
int out_freq;
int out_channels;
#if defined(DXX_BUILD_DESCENT_I)
@ -323,7 +325,6 @@ static void mixdigi_convert_sound(const unsigned i)
const auto freq = underlying_value(GameArg.SndDigiSampleRate);
#endif
if (!data.empty())
{
#if DXX_FEATURE_INTERNAL_RESAMPLER
// Create output memory