Mix_QuickLoad_RAW sets a flag in the Mix_Chunk so that Mix_FreeChunk doesn't actually Free the sound.

Checks for the flag when freeing, and if it's 0, we free the data manually after Mix_FreeChunk.
I went back to Z_Malloc and Z_Free for this because they still work after this.
This commit is contained in:
Sryder 2018-10-06 23:59:39 +01:00
parent 725a65c1f7
commit 7b417b573c

View file

@ -178,7 +178,7 @@ static Mix_Chunk *ds2chunk(void *stream)
return NULL; // would and/or did wrap, can't store.
break;
}
sound = malloc(newsamples<<2); // samples * frequency shift * bytes per sample * channels
sound = Z_Malloc(newsamples<<2, PU_SOUND, 0); // samples * frequency shift * bytes per sample * channels
s = (SINT8 *)stream;
d = (INT16 *)sound;
@ -401,7 +401,22 @@ void *I_GetSfx(sfxinfo_t *sfx)
void I_FreeSfx(sfxinfo_t *sfx)
{
if (sfx->data)
{
Mix_Chunk *chunk = (Mix_Chunk*)sfx->data;
UINT8 *abufdata = NULL;
if (chunk->allocated == 0)
{
// We allocated the data in this chunk, so get the abuf from mixer, then let it free the chunk, THEN we free the data
// I believe this should ensure the sound is not playing when we free it
abufdata = chunk->abuf;
}
Mix_FreeChunk(sfx->data);
if (abufdata)
{
// I'm going to assume we used Z_Malloc to allocate this data.
Z_Free(abufdata);
}
}
sfx->data = NULL;
sfx->lumpnum = LUMPERROR;
}