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engine: client: allocate everything related to sounds in the sound pool
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@@ -184,7 +184,7 @@ qboolean SNDDMA_Init( void )
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return false;
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}
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dma.buffer = Z_Malloc( samples * 2 ); //allocate pcm frame buffer
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dma.buffer = Mem_Malloc( sndpool, samples * 2 ); //allocate pcm frame buffer
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dma.samplepos = 0;
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dma.samples = samples;
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dma.format.width = 2;
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