Bug fix.
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@@ -328,7 +328,7 @@ void LLAudioEngine::idle(F32 max_decode_time)
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//Also add sources that might be able to start playing to a priority queue.
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//Only sources without channels, or are waiting for a syncmaster, should be added to this queue.
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std::priority_queue<audio_source_t,std::vector<audio_source_t,boost::pool_allocator<audio_source_t> >,SourcePriorityComparator> queue;
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for (source_map::iterator iter = mAllSources.begin(); iter != mAllSources.end(); ++iter)
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for (source_map::iterator iter = mAllSources.begin(); iter != mAllSources.end();)
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{
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LLAudioSource *sourcep = iter->second;
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@@ -344,6 +344,9 @@ void LLAudioEngine::idle(F32 max_decode_time)
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continue;
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}
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// Increment iter here (it is not used anymore), so we can use continue below to move on to the next source.
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++iter;
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LLAudioData *adp = sourcep->getCurrentData();
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//If there is no current data at all, or if it hasn't loaded, we must skip this source.
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if (!adp || !adp->getBuffer())
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