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authorMax Horn2010-01-19 11:22:54 +0000
committerMax Horn2010-01-19 11:22:54 +0000
commitc01ef60cb90bc4ae7aa18010d584e8031eb024a1 (patch)
tree28384959d1043d7f3f8a23e85bc9b06196316973 /engines
parent5ee6c79b5d1bbdd2af6cd1471e6f4b82b988561a (diff)
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SWORD1: Fix memory leak in PSX audio code (seems to have been there for quite some time?)
svn-id: r47378
Diffstat (limited to 'engines')
-rw-r--r--engines/sword1/sound.cpp2
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;