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authorTorbjörn Andersson2005-08-15 15:37:17 +0000
committerTorbjörn Andersson2005-08-15 15:37:17 +0000
commit6cdfdd2fa1d801a9bc4ceaa5d1c999462b2a557d (patch)
treeb10f4883ef7c1c21924f8f0a55080fd94e166b34 /sword2
parent4d46b37b6913e7c994a2495b52ede725779ca8c8 (diff)
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Fixed long-standing bug with sound decompression that would cause a slight
pop at the end of some sounds because it was trying to decode one sample too many. svn-id: r18691
Diffstat (limited to 'sword2')
-rw-r--r--sword2/driver/d_sound.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/sword2/driver/d_sound.cpp b/sword2/driver/d_sound.cpp
index f24646a9af..74df9ae57b 100644
--- a/sword2/driver/d_sound.cpp
+++ b/sword2/driver/d_sound.cpp
@@ -108,7 +108,7 @@ static AudioStream *getAudioStream(SoundFileHandle *fh, const char *base, int cd
fh->idxTab[cnt * 3 + 0] = fh->file->readUint32LE();
fh->idxTab[cnt * 3 + 1] = fh->file->readUint32LE();
if (fh->fileType == kCLUMode)
- fh->idxTab[cnt * 3 + 2] = fh->idxTab[cnt * 3 + 1] + 1;
+ fh->idxTab[cnt * 3 + 2] = fh->idxTab[cnt * 3 + 1];
else
fh->idxTab[cnt * 3 + 2] = fh->file->readUint32LE();
}