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author | Torbjörn Andersson | 2010-05-15 08:38:19 +0000 |
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committer | Torbjörn Andersson | 2010-05-15 08:38:19 +0000 |
commit | 2da9fa5a6edd962acca228706a2f2d4465827015 (patch) | |
tree | d42d6520fd30005c60b4f0e70f3fa984e82743c9 /engines | |
parent | 86bfccb842cc17f3eb0845b238c92f778ccf890a (diff) | |
download | scummvm-rg350-2da9fa5a6edd962acca228706a2f2d4465827015.tar.gz scummvm-rg350-2da9fa5a6edd962acca228706a2f2d4465827015.tar.bz2 scummvm-rg350-2da9fa5a6edd962acca228706a2f2d4465827015.zip |
Rewrote playMovieSound() to keep it from hogging memory in the resource
manager. Perhaps this will finally fix the mysterious bug #2976008 ("BS2: Game
lockup in British Museum").
svn-id: r49036
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sword2/sound.cpp | 35 |
1 files changed, 30 insertions, 5 deletions
diff --git a/engines/sword2/sound.cpp b/engines/sword2/sound.cpp index 5e67ce9adf..e36c946eba 100644 --- a/engines/sword2/sound.cpp +++ b/engines/sword2/sound.cpp @@ -217,13 +217,38 @@ void Sound::playMovieSound(int32 res, int type) { assert(_vm->_resman->fetchType(data) == WAV_FILE); - // In PSX version we have nothing to skip here, as data starts right away - if (!Sword2Engine::isPsx()) { - data += ResHeader::size(); - len -= ResHeader::size(); + // We want to close the resource right away, so to be safe we make a + // private copy of the sound; + byte *soundData = (byte *)malloc(len); + + if (soundData) { + memcpy(soundData, data, len); + + Common::MemoryReadStream *stream = new Common::MemoryReadStream(soundData, len, DisposeAfterUse::YES); + + // In PSX version we have nothing to skip here, as data starts + // right away. + if (!Sword2Engine::isPsx()) { + stream->seek(ResHeader::size()); + } + + Audio::RewindableAudioStream *input = 0; + + if (Sword2Engine::isPsx()) { + input = Audio::makeVagStream(stream); + } else { + input = Audio::makeWAVStream(stream, DisposeAfterUse::YES); + } + + _vm->_mixer->playStream( + Audio::Mixer::kMusicSoundType, handle, input, + -1, Audio::Mixer::kMaxChannelVolume, 0, + DisposeAfterUse::YES, false, isReverseStereo()); + } else { + warning("Sound::playMovieSound: Could not allocate %d bytes\n", len); } - _vm->_sound->playFx(handle, data, len, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType); + _vm->_resman->closeResource(res); } void Sound::stopMovieSounds() { |