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Restored the mutexes in onTimer, and removed them from soundKill - fixes the freeze in LSL5 intro
svn-id: r46577
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@@ -345,7 +345,7 @@ void SciMusic::soundInitSnd(MusicEntry *pSnd) {
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}
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//----------------------------------------
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void SciMusic::onTimer() {
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// _mutex.lock();
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_mutex.lock();
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uint sz = _playList.size();
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for (uint i = 0; i < sz; i++) {
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@@ -372,7 +372,7 @@ void SciMusic::onTimer() {
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}
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}//for()
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// _mutex.unlock();
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_mutex.unlock();
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}
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//---------------------------------------------
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void SciMusic::doFade(MusicEntry *pSnd) {
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@@ -452,7 +452,8 @@ void SciMusic::soundSetPriority(MusicEntry *pSnd, byte prio) {
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}
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//---------------------------------------------
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void SciMusic::soundKill(MusicEntry *pSnd) {
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_mutex.lock();
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// For some reason, adding a mutex here freezes some games (e.g. LSL5)
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pSnd->status = kSndStatusStopped;
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if (pSnd->pMidiParser) {
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@@ -476,7 +477,6 @@ void SciMusic::soundKill(MusicEntry *pSnd) {
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}
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}
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_mutex.unlock();
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}
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//---------------------------------------------
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void SciMusic::soundPause(MusicEntry *pSnd) {
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