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

This commit is contained in:
zicodxx 2010-07-27 20:42:54 +00:00
parent f146a6b321
commit 60e93e4deb
4 changed files with 8 additions and 3 deletions

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@ -5,6 +5,7 @@ D1X-Rebirth Changelog
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
arch/sdl/mouse.c: Fixing automatic mouse release function - still this does not seem to work in every case
misc/hmp.c: Fixing bug in MIDI header - format was written in size of int instead of short
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
20100726
--------

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@ -22,6 +22,7 @@
#include "wall.h"
#include "newdemo.h"
#include "kconfig.h"
#include "config.h"
//edited 05/17/99 Matt Mueller - added ifndef NO_ASM
//added on 980905 by adb to add inline fixmul for mixer on i386
@ -207,6 +208,9 @@ int digi_audio_init()
SDL_PauseAudio(0);
digi_initialised = 1;
digi_audio_set_digi_volume( (GameCfg.DigiVolume*32768)/8 );
return 0;
}

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@ -23,6 +23,7 @@
#include "digi_mixer.h"
#include "digi_mixer_music.h"
#include "console.h"
#include "config.h"
#include "fix.h"
#include "gr.h" // needed for piggy.h
@ -82,6 +83,8 @@ int digi_mixer_init() {
digi_initialised = 1;
digi_mixer_set_digi_volume( (GameCfg.DigiVolume*32768)/8 );
return 0;
}

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@ -30,7 +30,6 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
#include "config.h"
#include "pstypes.h"
#include "game.h"
#include "digi.h"
#include "songs.h"
#include "kconfig.h"
#include "palette.h"
@ -210,8 +209,6 @@ int ReadConfigFile()
if ( GameCfg.DigiVolume > 8 ) GameCfg.DigiVolume = 8;
if ( GameCfg.MusicVolume > 8 ) GameCfg.MusicVolume = 8;
digi_set_volume( (GameCfg.DigiVolume*32768)/8 );
if (GameCfg.ResolutionX >= 320 && GameCfg.ResolutionY >= 200)
Game_screen_mode = SM(GameCfg.ResolutionX,GameCfg.ResolutionY);