Move S_InitMusicDefs call outside of the check.
As far as I know, this is competely safe.
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@ -1281,9 +1281,10 @@ void D_SRB2Main(void)
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I_StartupSound();
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I_StartupSound();
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I_InitMusic();
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I_InitMusic();
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S_InitSfxChannels(cv_soundvolume.value);
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S_InitSfxChannels(cv_soundvolume.value);
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S_InitMusicDefs();
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}
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}
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S_InitMusicDefs();
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CONS_Printf("ST_Init(): Init status bar.\n");
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CONS_Printf("ST_Init(): Init status bar.\n");
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ST_Init();
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ST_Init();
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@ -2543,7 +2543,6 @@ void GameDigiMusic_OnChange(void)
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I_StartupSound(); // will return early if initialised
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I_StartupSound(); // will return early if initialised
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I_InitMusic();
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I_InitMusic();
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S_StopMusic();
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S_StopMusic();
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S_InitMusicDefs();
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if (Playing())
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if (Playing())
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P_RestoreMusic(&players[consoleplayer]);
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P_RestoreMusic(&players[consoleplayer]);
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else
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else
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@ -2586,7 +2585,6 @@ void GameMIDIMusic_OnChange(void)
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midi_disabled = false;
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midi_disabled = false;
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I_StartupSound(); // will return early if initialised
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I_StartupSound(); // will return early if initialised
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I_InitMusic();
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I_InitMusic();
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S_InitMusicDefs();
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if (Playing())
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if (Playing())
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P_RestoreMusic(&players[consoleplayer]);
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P_RestoreMusic(&players[consoleplayer]);
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else
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else
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