Fix ClydeAudio sawmill when using the fallback audio proxy

This commit is contained in:
Vera Aguilera Puerto
2023-06-10 05:06:22 +02:00
parent 4cde4abbb8
commit 00e8afe8fa
2 changed files with 3 additions and 6 deletions

View File

@@ -19,7 +19,7 @@ using Vector2 = Robust.Shared.Maths.Vector2;
namespace Robust.Client.Graphics.Audio
{
internal partial class ClydeAudio : IPostInjectInit
internal partial class ClydeAudio
{
[Robust.Shared.IoC.Dependency] private readonly IConfigurationManager _cfg = default!;
[Robust.Shared.IoC.Dependency] private readonly IEyeManager _eyeManager = default!;
@@ -47,10 +47,5 @@ namespace Robust.Client.Graphics.Audio
{
return Thread.CurrentThread == _gameThread;
}
public void PostInject()
{
OpenALSawmill = _logMan.GetSawmill("clyde.oal");
}
}
}

View File

@@ -46,6 +46,8 @@ namespace Robust.Client.Graphics.Audio
private bool _initializeAudio()
{
OpenALSawmill = _logMan.GetSawmill("clyde.oal");
if (!_audioOpenDevice())
return false;