From c01ef60cb90bc4ae7aa18010d584e8031eb024a1 Mon Sep 17 00:00:00 2001 From: Max Horn Date: Tue, 19 Jan 2010 11:22:54 +0000 Subject: SWORD1: Fix memory leak in PSX audio code (seems to have been there for quite some time?) svn-id: r47378 --- engines/sword1/sound.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'engines') 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; -- cgit v1.2.3