From dd5c3eee91fa5b5737af1987a8bb21b99a5b70ff Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Mon, 5 Oct 2020 00:35:17 +0200 Subject: [PATCH] - Exhumed: Fully initialize the sfxinfo struct for newly added sounds This was using its own incomplete code instead of calling AddSoundLump for it. --- source/exhumed/src/sound.cpp | 18 ++++++------------ 1 file changed, 6 insertions(+), 12 deletions(-) diff --git a/source/exhumed/src/sound.cpp b/source/exhumed/src/sound.cpp index 8fe377e09..e6472108d 100644 --- a/source/exhumed/src/sound.cpp +++ b/source/exhumed/src/sound.cpp @@ -191,23 +191,17 @@ int LoadSound(const char* name) auto lump = S_LookupSound(filename); if (lump > 0) { - auto &S_sfx = soundEngine->GetSounds(); - S_sfx.Reserve(1); - int retval = S_sfx.Size() - 2; auto check = fileSystem.GetFileData(lump); + bool loops = false; if (check.Size() > 26 && check[26] == 6 && !memcmp("Creative Voice File", check.Data(), 19)) { // This game uses the actual loop point information in the sound data as its only means to check if a sound is looped. - looped[retval] = true; + loops = true; } - auto& newsfx = S_sfx.Last(); - newsfx.Clear(); - newsfx.name = nname; - newsfx.lumpnum = lump; - newsfx.NearLimit = 6; - newsfx.bTentative = false; - soundEngine->CacheSound(retval + 1); - return retval; + int retval = soundEngine->AddSoundLump(nname, lump, -1, 6); + soundEngine->CacheSound(retval); + looped[retval-1] = loops; + return retval - 1; } else if (!ISDEMOVER) // demo tries to load sound files it doesn't have {