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Merge branch 'restartaudio' into 'master'
Add command to restart the audio system Closes #27 See merge request STJr/SRB2!214
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1 changed files with 24 additions and 0 deletions
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@ -26,6 +26,7 @@
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#include "p_local.h"
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#include "p_setup.h"
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#include "s_sound.h"
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#include "i_sound.h"
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#include "m_misc.h"
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#include "am_map.h"
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#include "byteptr.h"
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@ -128,6 +129,7 @@ static void Command_Playintro_f(void);
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static void Command_Displayplayer_f(void);
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static void Command_Tunes_f(void);
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static void Command_RestartAudio_f(void);
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static void Command_ExitLevel_f(void);
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static void Command_Showmap_f(void);
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@ -670,6 +672,7 @@ void D_RegisterClientCommands(void)
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COM_AddCommand("displayplayer", Command_Displayplayer_f);
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COM_AddCommand("tunes", Command_Tunes_f);
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COM_AddCommand("restartaudio", Command_RestartAudio_f);
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CV_RegisterVar(&cv_resetmusic);
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// FIXME: not to be here.. but needs be done for config loading
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@ -3941,6 +3944,27 @@ static void Command_Tunes_f(void)
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}
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}
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static void Command_RestartAudio_f(void)
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{
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if (dedicated) // No point in doing anything if game is a dedicated server.
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return;
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S_StopMusic();
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I_ShutdownMusic();
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I_ShutdownSound();
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I_StartupSound();
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I_InitMusic();
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// These must be called or no sound and music until manually set.
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I_SetSfxVolume(cv_soundvolume.value);
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I_SetDigMusicVolume(cv_digmusicvolume.value);
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I_SetMIDIMusicVolume(cv_midimusicvolume.value);
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if (Playing()) // Gotta make sure the player is in a level
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P_RestoreMusic(&players[consoleplayer]);
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}
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/** Quits a game and returns to the title screen.
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*
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*/
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