- Duke/SW: Use I_GetBuildTime() instead of gameclock in game-side sound code.

* Code is called where `gameclock` might not be set.
This commit is contained in:
Mitchell Richters 2020-08-26 10:08:50 +10:00
parent ef728429e0
commit 4eec9dca63
2 changed files with 2 additions and 2 deletions

View file

@ -353,7 +353,7 @@ void S_Update(void)
} }
listener.ListenerObject = ud.camerasprite == -1 ? nullptr : &sprite[ud.camerasprite]; listener.ListenerObject = ud.camerasprite == -1 ? nullptr : &sprite[ud.camerasprite];
soundEngine->SetListener(listener); soundEngine->SetListener(listener);
soundEngine->UpdateSounds(gameclock); soundEngine->UpdateSounds(I_GetBuildTime());
} }

View file

@ -711,7 +711,7 @@ void EndOfLevel()
COVER_SetReverb(0); // Reset reverb COVER_SetReverb(0); // Reset reverb
Player[myconnectindex].Reverb = 0; Player[myconnectindex].Reverb = 0;
StopSound(); StopSound();
soundEngine->UpdateSounds(gameclock); soundEngine->UpdateSounds(I_GetBuildTime());
// NextLevel must be null while the intermission is running, but we still need the value for later // NextLevel must be null while the intermission is running, but we still need the value for later
auto localNextLevel = NextLevel; auto localNextLevel = NextLevel;
NextLevel = nullptr; NextLevel = nullptr;