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author | Max Horn | 2010-01-19 11:22:54 +0000 |
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committer | Max Horn | 2010-01-19 11:22:54 +0000 |
commit | c01ef60cb90bc4ae7aa18010d584e8031eb024a1 (patch) | |
tree | 28384959d1043d7f3f8a23e85bc9b06196316973 /engines/sword1 | |
parent | 5ee6c79b5d1bbdd2af6cd1471e6f4b82b988561a (diff) | |
download | scummvm-rg350-c01ef60cb90bc4ae7aa18010d584e8031eb024a1.tar.gz scummvm-rg350-c01ef60cb90bc4ae7aa18010d584e8031eb024a1.tar.bz2 scummvm-rg350-c01ef60cb90bc4ae7aa18010d584e8031eb024a1.zip |
SWORD1: Fix memory leak in PSX audio code (seems to have been there for quite some time?)
svn-id: r47378
Diffstat (limited to 'engines/sword1')
-rw-r--r-- | engines/sword1/sound.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/sword1/sound.cpp b/engines/sword1/sound.cpp index a95744011f..727ec3129c 100644 --- a/engines/sword1/sound.cpp +++ b/engines/sword1/sound.cpp @@ -260,7 +260,7 @@ void Sound::playSample(QueueElement *elem) { if (SwordEngine::isPsx()) { ; uint32 size = READ_LE_UINT32(sampleData); Audio::AudioStream *audStream = Audio::makeLoopingAudioStream(new Audio::VagStream(new Common::MemoryReadStream(sampleData + 4, size-4)), (_fxList[elem->id].type == FX_LOOP) ? 0 : 1); - _mixer->playInputStream(Audio::Mixer::kSFXSoundType, &elem->handle, audStream, elem->id, volume, pan, DisposeAfterUse::NO); + _mixer->playInputStream(Audio::Mixer::kSFXSoundType, &elem->handle, audStream, elem->id, volume, pan); } else { uint32 size = READ_LE_UINT32(sampleData + 0x28); uint8 flags; |