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Fix ClydeAudio sawmill when using the fallback audio proxy
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@@ -19,7 +19,7 @@ using Vector2 = Robust.Shared.Maths.Vector2;
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namespace Robust.Client.Graphics.Audio
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{
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internal partial class ClydeAudio : IPostInjectInit
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internal partial class ClydeAudio
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{
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[Robust.Shared.IoC.Dependency] private readonly IConfigurationManager _cfg = default!;
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[Robust.Shared.IoC.Dependency] private readonly IEyeManager _eyeManager = default!;
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@@ -47,10 +47,5 @@ namespace Robust.Client.Graphics.Audio
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{
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return Thread.CurrentThread == _gameThread;
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}
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public void PostInject()
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{
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OpenALSawmill = _logMan.GetSawmill("clyde.oal");
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}
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}
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}
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@@ -46,6 +46,8 @@ namespace Robust.Client.Graphics.Audio
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private bool _initializeAudio()
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{
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OpenALSawmill = _logMan.GetSawmill("clyde.oal");
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if (!_audioOpenDevice())
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return false;
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