Fix related to audio crash. Made the check for when audio_init runs a
tinsy bit more strict. Now it did it for each ALT+A play anim. I leave the debug print in still, for testing.
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@ -338,17 +338,13 @@ void audiostream_play(Uint32 startframe, Uint32 duration, int mixdown)
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static SDL_AudioSpec desired;
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Editing *ed;
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Sequence *seq;
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bSound *sound;
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/* this call used to be in startup */
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sound_init_audio();
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bSound *sound=NULL;
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ed= G.scene->ed;
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if(ed) {
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seq= ed->seqbasep->first;
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while(seq) {
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if ((seq->type == SEQ_SOUND) && (seq->sound))
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{
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if ((seq->type == SEQ_SOUND) && (seq->sound)) {
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sound = ((bSound*)seq->sound);
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seq->curpos = (int)( (((float)((float)startframe-(float)seq->start)/(float)G.scene->r.frs_sec)*((float)G.scene->audio.mixrate)*4 ));
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}
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@ -356,6 +352,12 @@ void audiostream_play(Uint32 startframe, Uint32 duration, int mixdown)
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}
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}
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if(sound) {
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/* this call used to be in startup */
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sound_init_audio();
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}
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else return;
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if (!(duration + mixdown)) {
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desired.freq=G.scene->audio.mixrate;
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desired.format=AUDIO_S16SYS;
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