#include "winquake.h"
#endif
+#include "ogg.h"
+
+
void S_Play(void);
void S_PlayVol(void);
void S_Play2(void);
total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
+
+ OGG_OpenLibrary ();
}
int ch_idx;
int skip;
- if (!sound_started || !sfx || nosound.integer)
+ if (!sound_started || !sfx || !sfx->sfxcache || nosound.integer)
return;
vol = fvol*255;
target_chan->entchannel = entchannel;
SND_Spatialize(target_chan, false);
- if (!target_chan->leftvol && !target_chan->rightvol)
- return; // not audible at all
+ // LordHavoc: spawn the sound anyway because the player might teleport to it
+ //if (!target_chan->leftvol && !target_chan->rightvol)
+ // return; // not audible at all
// new channel
sc = S_LoadSound (sfx, true);