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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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.. | ||
efxlib.h | ||
snd_cache.cpp | ||
snd_decoder.cpp | ||
snd_efxfile.cpp | ||
snd_emitter.cpp | ||
snd_local.h | ||
snd_shader.cpp | ||
snd_system.cpp | ||
snd_wavefile.cpp | ||
snd_world.cpp | ||
sound.h | ||
stb_vorbis.h |