This should fix crashes due to bad initialization. Completely untested. Might help with ticket #3241
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@42453 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -353,10 +353,18 @@ BFileGameSound::IsPaused()
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status_t
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BFileGameSound::Init(const entry_ref* file)
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{
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fAudioStream = new _gs_media_tracker;
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memset(fAudioStream, 0, sizeof(_gs_media_tracker));
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fAudioStream = new(std::nothrow) _gs_media_tracker;
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if (!fAudioStream)
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return B_NO_MEMORY;
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fAudioStream->file = new BMediaFile(file);
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memset(fAudioStream, 0, sizeof(_gs_media_tracker));
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fAudioStream->file = new(std::nothrow) BMediaFile(file);
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if (!fAudioStream->file) {
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delete fAudioStream;
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fAudioStream = NULL;
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return B_NO_MEMORY;
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}
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status_t error = fAudioStream->file->InitCheck();
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if (error != B_OK)
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return error;
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@ -365,19 +373,28 @@ BFileGameSound::Init(const entry_ref* file)
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// is this is an audio file?
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media_format playFormat;
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if ((error = fAudioStream->stream->EncodedFormat(&playFormat)) != B_OK)
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if ((error = fAudioStream->stream->EncodedFormat(&playFormat)) != B_OK) {
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fAudioStream->file->ReleaseTrack(fAudioStream->stream);
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fAudioStream->stream = NULL;
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return error;
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}
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if (!playFormat.IsAudio())
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if (!playFormat.IsAudio()) {
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fAudioStream->file->ReleaseTrack(fAudioStream->stream);
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fAudioStream->stream = NULL;
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return B_MEDIA_BAD_FORMAT;
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}
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gs_audio_format dformat = Device()->Format();
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// request the format we want the sound
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memset(&playFormat, 0, sizeof(media_format));
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playFormat.type = B_MEDIA_RAW_AUDIO;
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if (fAudioStream->stream->DecodedFormat(&playFormat) != B_OK)
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if (fAudioStream->stream->DecodedFormat(&playFormat) != B_OK) {
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fAudioStream->file->ReleaseTrack(fAudioStream->stream);
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fAudioStream->stream = NULL;
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return B_MEDIA_BAD_FORMAT;
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}
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// translate the format into a "GameKit" friendly one
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gs_audio_format gsformat;
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@ -410,6 +427,9 @@ BFileGameSound::Init(const entry_ref* file)
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bool
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BFileGameSound::Load()
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{
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if (!fAudioStream || !fAudioStream->stream)
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return false;
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// read a new buffer
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int64 frames = 0;
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fAudioStream->stream->ReadFrames(fBuffer, &frames);
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