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Implement looping sounds. This should fix bug #1273741, hopefully without
causing any problems. (I assume either the game scripts or the engine will make sure that looped sounds are stopped.) svn-id: r18713
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@ -166,6 +166,8 @@ void Sound::playSample(QueueElement *elem) {
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flags = Audio::Mixer::FLAG_UNSIGNED;
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if (READ_LE_UINT16(sampleData + 0x16) == 2)
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flags |= Audio::Mixer::FLAG_STEREO;
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if (_fxList[elem->id].type == FX_LOOP)
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flags |= Audio::Mixer::FLAG_LOOP;
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_mixer->playRaw(&elem->handle, sampleData + 0x2C, size, 11025, flags, elem->id, volume, pan);
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}
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} else
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