dhewm3/neo/sound
Daniel Gibson 964efa191d Disable sound if initializing OpenAL failed, fixes #292
idSoundSystemLocal::Init() didn't consider the case that opening the
default device (alcOpenDevice(NULL)) could fail, but this can happen if no
audio devices exist (or all are disabled or they're sleeping bluetooth
headphones or whatever).
Starting a map failed then with
  ERROR: idSoundCache: error generating OpenAL hardware buffer
Now this and "s_noSound 1" are handled the same and one can play.
2020-06-01 22:13:41 +02:00
..
efxlib.h Cleanup EFX code 2012-01-10 17:45:37 +01:00
snd_cache.cpp ignore errors unloading OpenAL data. mitigates #178 2020-01-30 01:08:10 +01:00
snd_decoder.cpp Untangle the epic precompiled.h mess 2011-12-19 23:21:47 +01:00
snd_efxfile.cpp Fix some compiler warnings (wrong types, superfluous checks, printf-fuckup) 2015-09-27 18:12:16 +02:00
snd_emitter.cpp Fix entering the menu or saving the game stopping some sounds. 2018-08-19 16:58:44 +02:00
snd_local.h Fix entering the menu or saving the game stopping some sounds. 2018-08-19 16:58:44 +02:00
snd_shader.cpp Untangle the epic precompiled.h mess 2011-12-19 23:21:47 +01:00
snd_system.cpp Disable sound if initializing OpenAL failed, fixes #292 2020-06-01 22:13:41 +02:00
snd_wavefile.cpp s/LittleLong/LittleInt/ to match the return type 2012-06-28 13:02:47 +02:00
snd_world.cpp Fix looping .wav sounds with leadin, fixes #291 2020-06-01 22:13:41 +02:00
sound.h Port EAX to EFX 2012-01-08 22:04:56 +01:00