Exemple #1
0
void G_SkipDemoStop(void)
{
  fastdemo = saved_fastdemo;
  nodrawers = saved_nodrawers;
  nosfxparm = saved_nosfxparm;
  nomusicparm = saved_nomusicparm;
  
  render_precise = saved_render_precise;
  M_ChangeRenderPrecise();

  demo_stoponnext = false;
  demo_stoponend = false;
  demo_warp = false;
  doSkip = false;
  demo_skiptics = 0;
  startmap = 0;

  I_Init2();
  if (!sound_inited_once && !(nomusicparm && nosfxparm))
  {
    I_InitSound();
  }
  S_Init(snd_SfxVolume, snd_MusicVolume);
  S_Stop();
  S_RestartMusic();

#ifdef GL_DOOM
  if (V_GetMode() == VID_MODEGL) {
    gld_PreprocessLevel();
  }
#endif
}
void RE_RegisterMedia_LevelLoadEnd(void)
{
	RE_RegisterModels_LevelLoadEnd(qfalse);
	RE_RegisterImages_LevelLoadEnd();
	SND_RegisterAudio_LevelLoadEnd(qfalse);

	if (gbAllowScreenDissolve)
	{
		RE_InitDissolve(qfalse);
	}

	S_RestartMusic();
	
	extern qboolean gbAlreadyDoingLoad;
					gbAlreadyDoingLoad = qfalse;
}
Exemple #3
0
/*
=================
CL_Snd_Restart_f

Restart the sound subsystem
The cgame and game must also be forced to restart because
handles will be invalid
=================
*/
void CL_Snd_Restart_f( void ) {
	S_Shutdown();

	S_Init();

//	CL_Vid_Restart_f();

	extern qboolean	s_soundMuted;
	s_soundMuted = qfalse;		// we can play again

	S_RestartMusic();

	extern void S_ReloadAllUsedSounds(void);
	S_ReloadAllUsedSounds();

	extern void AS_ParseSets(void);
	AS_ParseSets();
}