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svn-id: r19535
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@ -82,7 +82,9 @@ void IMuseDigital::startSound(int soundId, const char *soundName, int soundType,
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// processing is done by another thread, we also call parseEvents to
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// give it some time (and to avoid busy waiting/looping).
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flushTracks();
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#ifndef __PLAYSTATION2__
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_vm->parseEvents();
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#endif
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}
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track->pan = 64;
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@ -1754,6 +1754,9 @@ int ScummEngine::init(GameDetector &detector) {
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// Since the new costumes are very big, we increase the heap limit, to avoid having
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// to constantly reload stuff from the data files.
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res._maxHeapThreshold = 2500000;
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#ifdef __PLAYSTATION2__
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res._maxHeapThreshold = 6 * 1024 * 1024;
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#endif
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} else {
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res._maxHeapThreshold = 550000;
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}
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