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allow initially silent channels to be active incase they are later audible
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@ -573,9 +573,6 @@ SND_StartSound (int entnum, int entchannel, sfx_t *sfx, const vec3_t origin,
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target_chan->entchannel = entchannel;
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s_spatialize (target_chan);
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if (!target_chan->leftvol && !target_chan->rightvol)
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return; // not audible at all
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// new channel
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if (!(osfx = sfx->open (sfx)))
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return;
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