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https://git.code.sf.net/p/quake/quakeforge
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move the handling of -nosound out of the plugin so it can control loading of the plugin
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d8f6d8a5fb
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17875bee39
2 changed files with 3 additions and 6 deletions
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@ -55,8 +55,6 @@ static __attribute__ ((used)) const char rcsid[] =
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#include "snd_render.h"
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// Internal sound data & structures ===========================================
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volatile dma_t *snd_shm = 0;
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unsigned int snd_paintedtime; // sample PAIRS
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@ -942,9 +940,6 @@ s_init (void)
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snd_volumesep = Cvar_Get ("snd_volumesep", "1.0", CVAR_ARCHIVE, NULL,
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"max stereo volume separation. 1.0 is max");
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if (COM_CheckParm ("-nosound"))
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return;
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if (COM_CheckParm ("-simsound"))
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fakedma = true;
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@ -993,7 +988,6 @@ s_init (void)
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QFS_GamedirCallback (s_gamedir);
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}
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// Shutdown sound engine ======================================================
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static void
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s_shutdown (void)
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{
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@ -59,6 +59,9 @@ static plugin_list_t snd_render_list[] = {
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void
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S_Init (struct model_s **worldmodel, int *viewentity, double *host_frametime)
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{
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if (COM_CheckParm ("-nosound"))
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return;
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if (!*snd_output->string || !*snd_render->string) {
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Sys_Printf ("Not loading sound due to no renderer/output\n");
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return;
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