Unreal2: dsound/dmusic regression

Robert Reif reif at earthlink.net
Sun May 2 20:00:26 CDT 2004


Try this patch.  DirectSoundCreate should be called with the GUID of
the device or NULL for the default device, not the GUID of the COM
object interface.

Raphael wrote:

>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>Hi Robert,
>
>I have tried Unreal2 and now we have an regression into dsound code.
>Unreal2 Create an dsound device since introduction beginning and after (the 
>introduction) the games wants to initialize dmusic (what i'm trying to fix 
>since a lot of time) but now it crash because dmusic init failed (i have 
>removed the not usefulls dsound traces as sounds seems played by another 
>thread):
>  
>

-------------- next part --------------
Index: dlls/dmime/performance.c
===================================================================
RCS file: /home/wine/wine/dlls/dmime/performance.c,v
retrieving revision 1.7
diff -u -r1.7 performance.c
--- dlls/dmime/performance.c	7 Mar 2004 03:14:49 -0000	1.7
+++ dlls/dmime/performance.c	3 May 2004 00:56:49 -0000
@@ -66,7 +66,7 @@
 	  This->pDirectSound = (IDirectSound*) pDirectSound;
 	  IDirectSound_AddRef((LPDIRECTSOUND) This->pDirectSound);
 	} else {
-	  DirectSoundCreate8(&IID_IDirectSound8, (LPDIRECTSOUND8*) &This->pDirectSound, NULL);
+	  DirectSoundCreate8(NULL, (LPDIRECTSOUND8*) &This->pDirectSound, NULL);
 	  /** 
 	   * as seen in msdn
 	   * 
@@ -423,7 +423,7 @@
 	if (NULL != ppDirectSound && NULL != *ppDirectSound) {
 	  dsound = *ppDirectSound;
 	} else {
-	  DirectSoundCreate8 (&IID_IDirectSound8, (LPDIRECTSOUND8*) &dsound, NULL);
+	  DirectSoundCreate8 (NULL, (LPDIRECTSOUND8*) &dsound, NULL);
 	  if (!dsound)
 	    return DSERR_NODRIVER;
 	  if (ppDirectSound)


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