Fix one ugly bug (horrible cast) into dmusic code to get Unreal2
crashing later (when trying to launch loaded sound) :)
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@ -486,6 +486,7 @@ HRESULT WINAPI IDirectMusicPerformance8ImplCreateAudioPath (LPDIRECTMUSICPERFORM
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*/
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HRESULT WINAPI IDirectMusicPerformance8ImplCreateStandardAudioPath (LPDIRECTMUSICPERFORMANCE8 iface, DWORD dwType, DWORD dwPChannelCount, BOOL fActivate, IDirectMusicAudioPath** ppNewPath) {
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IDirectMusicAudioPathImpl *default_path;
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IDirectMusicAudioPath *pPath;
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DSBUFFERDESC desc;
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WAVEFORMATEX format;
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LPDIRECTSOUNDBUFFER8 buffer;
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@ -499,9 +500,10 @@ HRESULT WINAPI IDirectMusicPerformance8ImplCreateStandardAudioPath (LPDIRECTMUSI
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return E_POINTER;
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}
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DMUSIC_CreateDirectMusicAudioPathImpl (&IID_IDirectMusicAudioPath, (LPVOID*)&default_path, NULL);
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DMUSIC_CreateDirectMusicAudioPathImpl (&IID_IDirectMusicAudioPath, (LPVOID*)&pPath, NULL);
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default_path = (IDirectMusicAudioPathImpl*)((char*)(pPath) - offsetof(IDirectMusicAudioPathImpl,AudioPathVtbl));
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default_path->pPerf = (IDirectMusicPerformance8*) This;
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/* Secondary buffer description */
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format.wFormatTag = WAVE_FORMAT_PCM;
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format.nChannels = 1;
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@ -565,7 +567,7 @@ HRESULT WINAPI IDirectMusicPerformance8ImplCreateStandardAudioPath (LPDIRECTMUSI
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}
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default_path->pPrimary = (IDirectSoundBuffer*) buffer;
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*ppNewPath = (LPDIRECTMUSICAUDIOPATH) default_path;
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*ppNewPath = (LPDIRECTMUSICAUDIOPATH) pPath;
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TRACE(" returning IDirectMusicPerformance interface at %p.\n", *ppNewPath);
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