class Sound;
-
extern const char *default_root;
+float init_volume;
#ifdef FG_USE_CLOUDS_3D
// Initialize the sound subsystem.
////////////////////////////////////////////////////////////////////
+ init_volume = fgGetFloat("/sim/sound/volume");
+ fgSetFloat("/sim/sound/volume", 0.0f);
globals->set_soundmgr(new SGSoundMgr);
globals->get_soundmgr()->init();
globals->get_soundmgr()->bind();
fgSetBool("/sim/freeze/master", true);
}
fgSetBool("/sim/crashed", false);
- fgSetBool("/sim/initialised", false);
// Initialize the FDM
fgInitFDM();
if ( !freeze ) {
fgSetBool("/sim/freeze/master", false);
}
- fgSetBool("/sim/initialised", true);
fgSetBool("/sim/sceneryloaded",false);
}
static double real_delta_time_sec = 0.0;
double delta_time_sec = 0.0;
+extern float init_volume;
#ifdef macintosh
if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
fgSetBool("sim/sceneryloaded",true);
+ fgSetFloat("/sim/sound/volume", init_volume);
+ globals->get_soundmgr()->set_volume(init_volume);
}
if (fgGetBool("/sim/rendering/specular-highlight")) {
// printf("idle state == %d\n", idle_state);
if ( idle_state == 0 ) {
- fgSetBool("sim/initialised", false);
-
// Initialize the splash screen right away
if ( fgGetBool("/sim/startup/splash-screen") ) {
fgSplashInit(fgGetString("/sim/startup/splash-texture"));
if ( idle_state == 1000 ) {
// We've finished all our initialization steps, from now on we
// run the main loop.
- fgSetBool("sim/initialised",true);
fgSetBool("sim/sceneryloaded",false);
fgRegisterIdleHandler(fgMainLoop);