[Scummvm-git-logs] scummvm master -> fbbb6f1840e09165dd57f9a020e16a4f3f949b97
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Thu Jun 27 21:11:03 UTC 2024
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
fbbb6f1840 AGS: Use the modXmS3m player for mod playback
Commit: fbbb6f1840e09165dd57f9a020e16a4f3f949b97
https://github.com/scummvm/scummvm/commit/fbbb6f1840e09165dd57f9a020e16a4f3f949b97
Author: Walter Agazzi (walter.agazzi at protonmail.com)
Date: 2024-06-27T23:10:42+02:00
Commit Message:
AGS: Use the modXmS3m player for mod playback
Some games (e.g Reactor9) may include .mod files that are not playable
with the standard protracker player.
Also fix looping not working in rare occasions.
Changed paths:
engines/ags/engine/media/audio/sound.cpp
engines/ags/engine/media/audio/sound_clip.cpp
diff --git a/engines/ags/engine/media/audio/sound.cpp b/engines/ags/engine/media/audio/sound.cpp
index 6a1570a7e08..27de1793b5d 100644
--- a/engines/ags/engine/media/audio/sound.cpp
+++ b/engines/ags/engine/media/audio/sound.cpp
@@ -122,7 +122,7 @@ SOUNDCLIP *my_load_mod(const AssetPath &asset_name, bool loop) {
} else if (charAfterDot == 'S') {
audioStream = Audio::makeModXmS3mStream(data, DisposeAfterUse::YES);
} else if (charAfterDot == 'M') {
- audioStream = Audio::makeProtrackerStream(data);
+ audioStream = Audio::makeModXmS3mStream(data, DisposeAfterUse::YES);
} else {
warning("MOD file format not recognized");
delete data;
diff --git a/engines/ags/engine/media/audio/sound_clip.cpp b/engines/ags/engine/media/audio/sound_clip.cpp
index 4cba59bccd6..0e267763a8e 100644
--- a/engines/ags/engine/media/audio/sound_clip.cpp
+++ b/engines/ags/engine/media/audio/sound_clip.cpp
@@ -125,7 +125,7 @@ SoundClipWaveBase::SoundClipWaveBase(Audio::AudioStream *stream, bool repeat) :
_vol255 = 255;
if (repeat) {
- Audio::SeekableAudioStream *str = dynamic_cast<Audio::SeekableAudioStream *>(stream);
+ Audio::RewindableAudioStream *str = dynamic_cast<Audio::RewindableAudioStream *>(stream);
if (str)
_stream = new Audio::LoopingAudioStream(str, 0);
}
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