- removed leftpver music calls as well.

The code should now be free of the old audio backend.
This commit is contained in:
Christoph Oelckers 2019-12-18 22:32:09 +01:00
parent 3f9657b96a
commit 2cf9a4a626
19 changed files with 5 additions and 59 deletions

View file

@ -2074,7 +2074,6 @@ void G_BonusScreen(int32_t bonusonly)
while (totalclock < TICRATE*10)
{
G_HandleAsync();
MUSIC_Update();
if (G_FPSLimit())
{
@ -2139,7 +2138,6 @@ void G_BonusScreen(int32_t bonusonly)
int32_t yy = 0, zz;
G_HandleAsync();
MUSIC_Update();
if (G_FPSLimit())
{
@ -2619,7 +2617,7 @@ void G_BonusScreenRRRA(int32_t bonusonly)
if ((ud.eog == 0 || ud.volume_number != 1) && ud.volume_number <= 1)
{
showMap = 1;
MUSIC_StopSong();
Mus_Stop();
inputState.keyFlushChars();
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 8+2+1);
@ -2658,7 +2656,6 @@ void G_BonusScreenRRRA(int32_t bonusonly)
while (totalclock < TICRATE*10)
{
G_HandleAsync();
MUSIC_Update();
if (G_FPSLimit())
{
@ -2709,7 +2706,6 @@ void G_BonusScreenRRRA(int32_t bonusonly)
int32_t yy = 0, zz;
G_HandleAsync();
MUSIC_Update();
if (G_FPSLimit())
{
@ -2726,7 +2722,7 @@ void G_BonusScreenRRRA(int32_t bonusonly)
if (bonuscnt == 7)
{
bonuscnt++;
MUSIC_StopSong();
Mus_Stop();
G_PlayMapAnim();
break;
}