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authorWillem Jan Palenstijn2015-07-19 20:24:49 +0200
committerWillem Jan Palenstijn2015-07-19 20:26:50 +0200
commit1a4f477d61704f85a235228f9f2d12077b369930 (patch)
tree220ba4c662dd39fe341da47c27ef59d5ef31384a /engines/made/sound.h
parentb52d48e0da709e6b78bf08a3cf4b2df3e100b500 (diff)
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MADE: Fix movie audio glitches caused by reset of audio decoder
The sound buffer used in decompressSound() is now stored so that it can be re-used in the next call of decompressSound, specifically in chunk type 1. This caused some clicking/static in the intro of Return to Zork. Thanks to eriktorbjorn for noticing the glitch and writing most of the patch.
Diffstat (limited to 'engines/made/sound.h')
-rw-r--r--engines/made/sound.h17
1 files changed, 16 insertions, 1 deletions
diff --git a/engines/made/sound.h b/engines/made/sound.h
index 6ffca13aaa..72537322f9 100644
--- a/engines/made/sound.h
+++ b/engines/made/sound.h
@@ -53,7 +53,22 @@ struct SoundEnergyItem {
typedef Common::Array<SoundEnergyItem> SoundEnergyArray;
-void decompressSound(byte *source, byte *dest, uint16 chunkSize, uint16 chunkCount, SoundEnergyArray *soundEnergyArray = NULL);
+
+// Persistent data for decompressSound(). When calling decompressSound()
+// repeatedly (for the same stream), pass the same SoundDecoderData object to
+// ensure decoding properly resumes.
+class SoundDecoderData {
+public:
+ SoundDecoderData() {
+ memset(_soundBuffer, 0x80, sizeof(_soundBuffer));
+ _prevSample = 0;
+ }
+
+ byte _soundBuffer[1025];
+ int16 _prevSample;
+};
+
+void decompressSound(byte *source, byte *dest, uint16 chunkSize, uint16 chunkCount, SoundEnergyArray *soundEnergyArray = NULL, SoundDecoderData *decoderData = NULL);
} // End of namespace Made