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1b4badfd41
In idSampleDecoderLocal::DecodeOGG() sometimes (esp. in The Lost Mission mod) it happens that stb_vorbis_get_samples_float() decodes one sample less than expected so one is left and when trying to decode that, stb_vorbis_get_samples_float() returns 0, which we interpreted as an error. This case is now handled more gracefully: No warning is printed (except if developer 1) and failed is not set (setting it would prevent the sound from being played again, I think). |
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.. | ||
cm | ||
d3xp | ||
framework | ||
game | ||
idlib | ||
MayaImport | ||
renderer | ||
sound | ||
sys | ||
tools | ||
TypeInfo | ||
ui | ||
CMakeLists.txt | ||
config.h.in | ||
mmakefile.src |