Avoid crash in mario_delete if audio not init

This commit is contained in:
Renato Rotenberg
2023-02-06 19:49:29 -03:00
parent c3eadb01b1
commit a8daa21c23
+6 -4
View File
@@ -150,9 +150,9 @@ extern SM64_LIB_FN uint32_t sm64_audio_tick( uint32_t numQueuedSamples, uint32_t
DEBUG_PRINT("Attempted to tick audio, but sm64_audio_init() has not been called yet."); DEBUG_PRINT("Attempted to tick audio, but sm64_audio_init() has not been called yet.");
return 0; return 0;
} }
update_game_sound(); update_game_sound();
u32 num_audio_samples = numQueuedSamples < numDesiredSamples ? SAMPLES_HIGH : SAMPLES_LOW; u32 num_audio_samples = numQueuedSamples < numDesiredSamples ? SAMPLES_HIGH : SAMPLES_LOW;
for (int i = 0; i < 2; i++) for (int i = 0; i < 2; i++)
{ {
@@ -271,7 +271,9 @@ SM64_LIB_FN void sm64_mario_delete( int32_t marioId )
struct GlobalState *globalState = ((struct MarioInstance *)s_mario_instance_pool.objects[ marioId ])->globalState; struct GlobalState *globalState = ((struct MarioInstance *)s_mario_instance_pool.objects[ marioId ])->globalState;
global_state_bind( globalState ); global_state_bind( globalState );
stop_sound(SOUND_MARIO_SNORING3, gMarioState->marioObj->header.gfx.cameraToObject); if ( is_audio_initialized ) {
stop_sound(SOUND_MARIO_SNORING3, gMarioState->marioObj->header.gfx.cameraToObject);
}
free( gMarioObject ); free( gMarioObject );
free_area( gCurrentArea ); free_area( gCurrentArea );
@@ -592,7 +594,7 @@ SM64_LIB_FN void sm64_surface_object_delete( uint32_t objectId )
} }
SM64_LIB_FN int32_t sm64_surface_find_wall_collision( float *xPtr, float *yPtr, float *zPtr, float offsetY, float radius ) SM64_LIB_FN int32_t sm64_surface_find_wall_collision( float *xPtr, float *yPtr, float *zPtr, float offsetY, float radius )
{ {
return f32_find_wall_collision( xPtr, yPtr, zPtr, offsetY, radius ); return f32_find_wall_collision( xPtr, yPtr, zPtr, offsetY, radius );
} }