Fixed the sounds not being advanced in time while not being listened. This is a long...
authormolivier <molivier@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 24 Mar 2004 08:06:56 +0000 (08:06 +0000)
committermolivier <molivier@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 24 Mar 2004 08:06:56 +0000 (08:06 +0000)
commit8513d3b796133c22739c6395a020ef2a4b9b7bd3
treea641e7e297f7eac40780e02da92181cf42a744a5
parent2e03bc233ba4c09e5e676a1b1b0619884c546d7f
Fixed the sounds not being advanced in time while not being listened. This is a long standing bug I think, it looks like the original Quake source code has it too, though I haven't tested. Each channel now remembers the last time it was painted, and so it can resume the play at the appropriate position if it missed some painting rounds.
Also, added a check to avoid looped sounds being overridden when picking a channel.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4055 d7cf8633-e32d-0410-b094-e92efae38249
snd_dma.c
snd_mix.c
sound.h