Allocate the background sound handle dynamically. Otherwise, it seems to me as if

it should be invalid as soon as the makeMoviePlayer() function ends. While that
never caused any noticeable problems for me in Broken Sword 1, it broke things
in amusing ways when I tried to rewrite the Broken Sword 2 cutscene player along
the same lines.

svn-id: r38684
This commit is contained in:
Torbjörn Andersson 2009-02-21 11:27:04 +00:00
parent baa7c7b997
commit ab11da0602

View file

@ -77,6 +77,7 @@ MoviePlayer::MoviePlayer(SwordEngine *vm, Text *textMan, Audio::Mixer *snd, OSys
MoviePlayer::~MoviePlayer(void) {
delete _decoder;
delete _bgSoundHandle;
}
/**
@ -255,21 +256,21 @@ int32 DXAPlayerWithSound::getAudioLag() {
MoviePlayer *makeMoviePlayer(uint32 id, SwordEngine *vm, Text *textMan, Audio::Mixer *snd, OSystem *system) {
char filename[20];
char buf[60];
Audio::SoundHandle bgSoundHandle;
Audio::SoundHandle *bgSoundHandle = new Audio::SoundHandle;
snprintf(filename, sizeof(filename), "%s.smk", sequenceList[id]);
if (Common::File::exists(filename)) {
Graphics::SMKPlayer *smkDecoder = new Graphics::SMKPlayer(snd);
return new MoviePlayer(vm, textMan, snd, system, &bgSoundHandle, smkDecoder, kVideoDecoderSMK);
return new MoviePlayer(vm, textMan, snd, system, bgSoundHandle, smkDecoder, kVideoDecoderSMK);
}
snprintf(filename, sizeof(filename), "%s.dxa", sequenceList[id]);
if (Common::File::exists(filename)) {
#ifdef USE_ZLIB
DXAPlayerWithSound *dxaDecoder = new DXAPlayerWithSound(snd, &bgSoundHandle);
return new MoviePlayer(vm, textMan, snd, system, &bgSoundHandle, dxaDecoder, kVideoDecoderDXA);
DXAPlayerWithSound *dxaDecoder = new DXAPlayerWithSound(snd, bgSoundHandle);
return new MoviePlayer(vm, textMan, snd, system, bgSoundHandle, dxaDecoder, kVideoDecoderDXA);
#else
GUI::MessageDialog dialog("DXA cutscenes found but ScummVM has been built without zlib support", "OK");
dialog.runModal();