Let the game engine manage it's own sound scene. This is to fix bug 1415 (Patch...
[blender-staging.git] / source / blender / src / editsound.c
index b9695881068923daf1f953b6352826f9a9e09904..b409804a9f83487163b681f03a550355433b81ed 100644 (file)
@@ -514,7 +514,7 @@ int sound_get_filetype_from_header(bSound* sound, PackedFile* pf)
        {
                filetype = SAMPLE_OGG_VORBIS;
        }
-       else if ((!memcmp(buffer, "ID3", 3)) || (!memcmp(buffer, "ÿû", 2)))
+       else if ((!memcmp(buffer, "ID3", 3)) || (!memcmp(buffer, "", 2)))
        {
                filetype = SAMPLE_MP3;
        }
@@ -1015,9 +1015,6 @@ void sound_init_audio(void)
        SYS_SystemHandle hSystem = NULL;
        
        if(ghSoundScene==NULL) {
-               
-               printf("sound init audio\n");
-       
                hSystem = SYS_GetSystem();
                noaudio = SYS_GetCommandLineInt(hSystem,"noaudio",0);
                
@@ -1043,5 +1040,6 @@ void sound_exit_audio(void)
        if(ghSoundScene) {
                SND_DeleteScene(ghSoundScene);
                SND_ReleaseDevice();
+               ghSoundScene = NULL;
        }
 }