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; }
/* ================= 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(); }