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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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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 |