Merge pull request #9150 from penev92/bleed_dedicatedSound
Make lower-level Sound not require the server state directly
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@@ -275,7 +275,7 @@ namespace OpenRA
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Settings.Game.Mod = mod;
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Settings.Game.Mod = mod;
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Sound.StopVideo();
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Sound.StopVideo();
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Sound.Initialize(Settings.Sound, Settings.Server);
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Sound.Initialize(Settings.Server.Dedicated ? "Null" : Settings.Sound.Engine);
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ModData = new ModData(mod, !Settings.Server.Dedicated);
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ModData = new ModData(mod, !Settings.Server.Dedicated);
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ModData.InitializeLoaders();
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ModData.InitializeLoaders();
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@@ -66,9 +66,8 @@ namespace OpenRA
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return soundEngine.AddSoundSourceFromMemory(rawData, channels, sampleBits, sampleRate);
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return soundEngine.AddSoundSourceFromMemory(rawData, channels, sampleBits, sampleRate);
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}
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}
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public static void Initialize(SoundSettings soundSettings, ServerSettings serverSettings)
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public static void Initialize(string engineName)
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{
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{
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var engineName = serverSettings.Dedicated ? "Null" : soundSettings.Engine;
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var enginePath = Platform.ResolvePath(".", "OpenRA.Platforms." + engineName + ".dll");
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var enginePath = Platform.ResolvePath(".", "OpenRA.Platforms." + engineName + ".dll");
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soundEngine = CreateDevice(Assembly.LoadFile(enginePath));
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soundEngine = CreateDevice(Assembly.LoadFile(enginePath));
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