[ILoadedSound] Fix missing sound

This commit is contained in:
momo5502 2017-02-13 22:24:11 +01:00
parent 924e42ef33
commit 4a70fbf4c4

View File

@ -5,8 +5,10 @@ namespace Assets
void ILoadedSound::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) void ILoadedSound::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
{ {
Components::FileSystem::File soundFile(Utils::String::VA("sounds/%s", name.data())); Components::FileSystem::File soundFile(Utils::String::VA("sounds/%s", name.data()));
if (!soundFile.exists()) { if (!soundFile.exists())
{
header->loadSnd = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).loadSnd; header->loadSnd = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).loadSnd;
return;
} }
Game::LoadedSound* sound = builder->getAllocator()->allocate<Game::LoadedSound>(); Game::LoadedSound* sound = builder->getAllocator()->allocate<Game::LoadedSound>();
@ -16,9 +18,8 @@ namespace Assets
return; return;
} }
static Game::LoadedSound* reference = nullptr; Game::LoadedSound* reference = nullptr;
if (!reference) if (!reference) reference = Game::DB_FindXAssetHeader(Game::ASSET_TYPE_LOADED_SOUND, "weapons/c4_detpack/c4_drop_dirt1.wav").loadSnd;
reference = Game::DB_FindXAssetHeader(Game::ASSET_TYPE_LOADED_SOUND, "weapons/c4_detpack/c4_drop_dirt1.wav").loadSnd;
memcpy(sound, reference, sizeof(Game::LoadedSound)); memcpy(sound, reference, sizeof(Game::LoadedSound));
sound->sound.data = nullptr; sound->sound.data = nullptr;