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authorTorbjörn Andersson2003-12-19 06:51:32 +0000
committerTorbjörn Andersson2003-12-19 06:51:32 +0000
commita3310a5de932095809e21b63ee593efe213a3080 (patch)
tree08ca3807f5a6e00c6a292864742c6f447e9b7b4f /sword1/sound.h
parentd8903123b0bd4265de03f40eaaf6bb1d2b160c3f (diff)
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Make sure that playSample() gets a pointer to the original QueueElement
instead of a copy of it. Otherwise the sound engine will never notice when a sample finishes playing since it's looking at the wrong sound handle. For whatever reason, this also seems to fix the "game crashes occasionally on startup with completely useless stack trace" bug for me. The crash was easily repeatable in Valgrind for me, but the messages it produced were just as unhelpful as the stack trace. These messages are also gone now. svn-id: r11757
Diffstat (limited to 'sword1/sound.h')
-rw-r--r--sword1/sound.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/sword1/sound.h b/sword1/sound.h
index 3c6fba476e..6a3d5ee58b 100644
--- a/sword1/sound.h
+++ b/sword1/sound.h
@@ -72,7 +72,7 @@ public:
void engine(void);
private:
- void playSample(QueueElement elem);
+ void playSample(QueueElement *elem);
void initCowSystem(void);
void closeCowSysten(void);
uint32 uncompressedSize(uint8 *data);