Fix classic doom define logic in XAudio2 sound backend

This commit is contained in:
Pat Raynor 2014-08-01 02:37:00 -04:00
parent 6f65394d97
commit d2ebebca35

View file

@ -29,7 +29,9 @@ If you have questions concerning this license or the applicable additional terms
#pragma hdrstop
#include "precompiled.h"
#include "../snd_local.h"
#if defined(USE_DOOMCLASSIC)
#include "../../../doomclassic/doom/i_sound.h"
#endif
idCVar s_showLevelMeter( "s_showLevelMeter", "0", CVAR_BOOL | CVAR_ARCHIVE, "Show VU meter" );
idCVar s_meterTopTime( "s_meterTopTime", "1000", CVAR_INTEGER | CVAR_ARCHIVE, "How long (in milliseconds) peaks are displayed on the VU meter" );
@ -336,10 +338,12 @@ void idSoundHardware_XAudio2::Init()
idSoundVoice::InitSurround( outputChannels, channelMask );
#if defined(USE_DOOMCLASSIC)
// ---------------------
// Initialize the Doom classic sound system.
// ---------------------
I_InitSoundHardware( outputChannels, channelMask );
#endif
// ---------------------
// Create VU Meter Effect
@ -424,10 +428,12 @@ void idSoundHardware_XAudio2::Shutdown()
freeVoices.Clear();
zombieVoices.Clear();
#if defined(USE_DOOMCLASSIC)
// ---------------------
// Shutdown the Doom classic sound system.
// ---------------------
I_ShutdownSoundHardware();
#endif
if( pXAudio2 != NULL )
{