From c8e1c2673fbab323a906f7dc673aa0cb7ee83c58 Mon Sep 17 00:00:00 2001 From: Alibek Omarov Date: Thu, 7 May 2026 11:57:09 +0500 Subject: [PATCH] engine: client: sound: revert singleplayer check for local sounds --- engine/client/sound/s_mix.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/engine/client/sound/s_mix.c b/engine/client/sound/s_mix.c index 2d77ad99..d8fea87e 100644 --- a/engine/client/sound/s_mix.c +++ b/engine/client/sound/s_mix.c @@ -233,7 +233,7 @@ static int VOX_MixChannelToBuffer( portable_samplepair_t *pbuf, channel_t *chan, static int S_MixNormalChannels( portable_samplepair_t *dst, int end, int rate ) { - const qboolean local = Host_IsLocalClient(); + const qboolean sp = Host_IsSinglePlayerGame(); const qboolean ingame = CL_IsInGame(); const int num_samples = ( end - snd.paintedtime ) / ( SOUND_DMA_SPEED / rate ); @@ -261,7 +261,7 @@ static int S_MixNormalChannels( portable_samplepair_t *dst, int end, int rate ) { // play, playvol } - else if(( cls.key_dest == key_menu || cl.paused ) && !FBitSet( ch->flags, FL_CHAN_LOCAL_SOUND ) && local ) + else if(( cls.key_dest == key_menu || cl.paused ) && !FBitSet( ch->flags, FL_CHAN_LOCAL_SOUND ) && sp ) { // play only local sounds, keep pause for other continue;