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In idSampleDecoderLocal::DecodeOGG() `totalSamples` was 1 and `reqSamples` was 0, which caused an endless loop.. this was caused by idSoundWorldLocal::ReadFromSaveGame() setting `chan->openalStreamingOffset` to an odd number, I think due to `currentSoundTime` being an odd number. To fix that, I round up `chan->openalStreamingOffset` to a (very) even number, and to be double-sure I also added a check in DecodeOgg() to make sure it exits the loop if `reqSamples` is 0. |
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.. | ||
cm | ||
d3xp | ||
framework | ||
game | ||
idlib | ||
MayaImport | ||
renderer | ||
sound | ||
sys | ||
tools | ||
TypeInfo | ||
ui | ||
CMakeLists.txt | ||
config.h.in | ||
mmakefile.src |