mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-15 20:20:54 +00:00
- 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:
parent
ef728429e0
commit
4eec9dca63
2 changed files with 2 additions and 2 deletions
|
@ -353,7 +353,7 @@ void S_Update(void)
|
|||
}
|
||||
listener.ListenerObject = ud.camerasprite == -1 ? nullptr : &sprite[ud.camerasprite];
|
||||
soundEngine->SetListener(listener);
|
||||
soundEngine->UpdateSounds(gameclock);
|
||||
soundEngine->UpdateSounds(I_GetBuildTime());
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -711,7 +711,7 @@ void EndOfLevel()
|
|||
COVER_SetReverb(0); // Reset reverb
|
||||
Player[myconnectindex].Reverb = 0;
|
||||
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
|
||||
auto localNextLevel = NextLevel;
|
||||
NextLevel = nullptr;
|
||||
|
|
Loading…
Reference in a new issue