Moved digi_set_digi_volume call from config loading to designated audio subsystem init function so it will be correctly set after the sound system is auctionlly initialized
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@ -5,6 +5,7 @@ D1X-Rebirth Changelog
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2d/pcx.c, include/pcx.h, main/cntrlcen.h, main/effects.c, main/fireball.c, main/fuelcen.h, main/gameseq.c, main/kmatrix.c, main/net_ipx.c, main/net_udp.c, main/render.c, main/segment.h, main/switch.c: Show main menu background for died in mine messagebox; equalise fuelcen.h and cntrlcen.h
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arch/sdl/mouse.c: Fixing automatic mouse release function - still this does not seem to work in every case
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misc/hmp.c: Fixing bug in MIDI header - format was written in size of int instead of short
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arch/sdl/digi_audio.c, arch/sdl/digi_mixer.c, main/config.c: Moved digi_set_digi_volume call from config loading to designated audio subsystem init function so it will be correctly set after the sound system is auctionlly initialized
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20100726
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--------
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@ -22,6 +22,7 @@
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#include "wall.h"
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#include "newdemo.h"
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#include "kconfig.h"
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#include "config.h"
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//edited 05/17/99 Matt Mueller - added ifndef NO_ASM
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//added on 980905 by adb to add inline fixmul for mixer on i386
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@ -207,6 +208,9 @@ int digi_audio_init()
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SDL_PauseAudio(0);
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digi_initialised = 1;
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digi_audio_set_digi_volume( (GameCfg.DigiVolume*32768)/8 );
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return 0;
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}
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@ -23,6 +23,7 @@
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#include "digi_mixer.h"
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#include "digi_mixer_music.h"
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#include "console.h"
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#include "config.h"
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#include "fix.h"
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#include "gr.h" // needed for piggy.h
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@ -82,6 +83,8 @@ int digi_mixer_init() {
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digi_initialised = 1;
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digi_mixer_set_digi_volume( (GameCfg.DigiVolume*32768)/8 );
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return 0;
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}
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@ -30,7 +30,6 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "config.h"
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#include "pstypes.h"
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#include "game.h"
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#include "digi.h"
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#include "songs.h"
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#include "kconfig.h"
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#include "palette.h"
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@ -210,8 +209,6 @@ int ReadConfigFile()
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if ( GameCfg.DigiVolume > 8 ) GameCfg.DigiVolume = 8;
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if ( GameCfg.MusicVolume > 8 ) GameCfg.MusicVolume = 8;
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digi_set_volume( (GameCfg.DigiVolume*32768)/8 );
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if (GameCfg.ResolutionX >= 320 && GameCfg.ResolutionY >= 200)
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Game_screen_mode = SM(GameCfg.ResolutionX,GameCfg.ResolutionY);
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