Revert Wine changes pushed by accident

This commit is contained in:
NaN
2026-08-04 01:39:16 -04:00
parent aca9560079
commit 42b9349755
2 changed files with 2 additions and 23 deletions
@@ -203,14 +203,6 @@ void AILCALL MilesMixerCB(HDIGDRIVER dig)
void SoundEngine::init(Options *pOptions)
{
app.DebugPrintf("---SoundEngine::init\n");
#ifdef _WINDOWS64
HMODULE ntdll = GetModuleHandleA("ntdll.dll");
if (ntdll != NULL && GetProcAddress(ntdll, "wine_get_version") != NULL)
{
app.DebugPrintf("---SoundEngine::init - Miles disabled under Wine\n");
return;
}
#endif
#ifdef __DISABLE_MILES__
return;
#endif
@@ -410,7 +402,6 @@ void SoundEngine::SetStreamingSounds(int iOverworldMin, int iOverWorldMax, int i
// AP - moved to a separate function so it can be called from the mixer callback on Vita
void SoundEngine::updateMiles()
{
if (m_hDriver == 0) return;
#ifdef __PSVITA__
//CD - We must check for Background Music [BGM] at any point
//If it's playing disable our audio, otherwise enable
@@ -639,7 +630,6 @@ static S32 running = AIL_ms_count();
void SoundEngine::tick(shared_ptr<Mob> *players, float a)
{
ConsoleSoundEngine::tick();
if (m_hDriver == 0) return;
#ifdef __DISABLE_MILES__
return;
#endif
@@ -720,13 +710,7 @@ void SoundEngine::tick(shared_ptr<Mob> *players, float a)
SoundEngine::SoundEngine()
{
random = new Random();
m_hBank=0;
m_hDriver=0;
m_hStream=0;
m_MasterMusicVolume=1.0f;
m_MasterEffectsVolume=1.0f;
m_bSystemMusicPlaying=false;
m_openStreamThread=NULL;
m_StreamState=eMusicStreamState_Idle;
m_iMusicDelay=0;
m_validListenerCount=0;
@@ -775,7 +759,6 @@ void SoundEngine::GetSoundName(char *szSoundName,int iSound)
/////////////////////////////////////////////
void SoundEngine::play(int iSound, float x, float y, float z, float volume, float pitch)
{
if (m_hDriver == 0) return;
U8 szSoundName[256];
if(iSound==-1)
@@ -835,7 +818,6 @@ void SoundEngine::play(int iSound, float x, float y, float z, float volume, floa
/////////////////////////////////////////////
void SoundEngine::playUI(int iSound, float volume, float pitch)
{
if (m_hDriver == 0) return;
U8 szSoundName[256];
wstring name;
// we have some game sounds played as UI sounds...
@@ -1152,7 +1134,6 @@ int SoundEngine::OpenStreamThreadProc( void* lpParameter )
return 0;
#endif
SoundEngine *soundEngine = (SoundEngine *)lpParameter;
if (soundEngine->m_hDriver == 0) return 0;
soundEngine->m_hStream = AIL_open_stream(soundEngine->m_hDriver,soundEngine->m_szStreamName,0);
if(soundEngine->m_hStream==0)
@@ -1169,7 +1150,6 @@ int SoundEngine::OpenStreamThreadProc( void* lpParameter )
/////////////////////////////////////////////
void SoundEngine::playMusicTick()
{
if (m_hDriver == 0) return;
// AP - vita will update the music during the mixer callback
#ifndef __PSVITA__
playMusicUpdate();
@@ -1179,7 +1159,6 @@ void SoundEngine::playMusicTick()
// AP - moved to a separate function so it can be called from the mixer callback on Vita
void SoundEngine::playMusicUpdate()
{
if (m_hDriver == 0) return;
//return;
static bool firstCall = true;
static float fMusicVol = 0.0f;