From 49e9ad2c7c9788bc440750a120bf55d9ebcae356 Mon Sep 17 00:00:00 2001 From: Pavel Penev Date: Mon, 24 Aug 2015 01:15:25 +0300 Subject: [PATCH] Make lower-level Sound not require the server state directly --- OpenRA.Game/Game.cs | 2 +- OpenRA.Game/Sound/Sound.cs | 3 +-- 2 files changed, 2 insertions(+), 3 deletions(-) diff --git a/OpenRA.Game/Game.cs b/OpenRA.Game/Game.cs index 50440fb468..bf0aa0cdab 100644 --- a/OpenRA.Game/Game.cs +++ b/OpenRA.Game/Game.cs @@ -275,7 +275,7 @@ namespace OpenRA Settings.Game.Mod = mod; Sound.StopVideo(); - Sound.Initialize(Settings.Sound, Settings.Server); + Sound.Initialize(Settings.Server.Dedicated ? "Null" : Settings.Sound.Engine); ModData = new ModData(mod, !Settings.Server.Dedicated); ModData.InitializeLoaders(); diff --git a/OpenRA.Game/Sound/Sound.cs b/OpenRA.Game/Sound/Sound.cs index 36892ba311..e23df7d5b2 100644 --- a/OpenRA.Game/Sound/Sound.cs +++ b/OpenRA.Game/Sound/Sound.cs @@ -66,9 +66,8 @@ namespace OpenRA return soundEngine.AddSoundSourceFromMemory(rawData, channels, sampleBits, sampleRate); } - public static void Initialize(SoundSettings soundSettings, ServerSettings serverSettings) + public static void Initialize(string engineName) { - var engineName = serverSettings.Dedicated ? "Null" : soundSettings.Engine; var enginePath = Platform.ResolvePath(".", "OpenRA.Platforms." + engineName + ".dll"); soundEngine = CreateDevice(Assembly.LoadFile(enginePath));