#ifdef CONFIG_VIDEO_CAPTURE
recording_sound = false;
#endif
+
+ CDAudio_Startup();
}
void S_Shutdown(void)
if (snd_renderbuffer == NULL)
return;
+ CDAudio_Shutdown();
+
oldpaintedtime = snd_renderbuffer->endframe;
if (simsound)
#ifdef USEXMP
XMP_OpenLibrary ();
#endif
+
+ CDAudio_Init();
}
S_PaintAndSubmit();
}
-qbool S_LocalSound (const char *sound)
+qbool S_LocalSoundEx (const char *sound, int chan, float fvol)
{
sfx_t *sfx;
int ch_ind;
// fun fact: in Quake 1, this used -1 "replace any entity channel",
// which we no longer support anyway
// changed by Black in r4297 "Changed S_LocalSound to play multiple sounds at a time."
- ch_ind = S_StartSound (cl.viewentity, 0, sfx, vec3_origin, 1, 0);
+ ch_ind = S_StartSound (cl.viewentity, chan, sfx, vec3_origin, fvol, 0);
if (ch_ind < 0)
return false;
channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
return true;
}
+
+qbool S_LocalSound (const char *sound)
+{
+ return S_LocalSoundEx(sound, 0, 1);
+}