Fix crash when passing null to AudioStreamPlayer::set_stream()
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@ -272,7 +272,10 @@ void AudioStreamPlayer2D::_notification(int p_what) {
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void AudioStreamPlayer2D::set_stream(Ref<AudioStream> p_stream) {
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// Instancing audio streams can cause large memory allocations, do it prior to AudioServer::lock.
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Ref<AudioStreamPlayback> pre_instanced_playback = p_stream->instance_playback();
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Ref<AudioStreamPlayback> pre_instanced_playback;
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if (p_stream.is_valid()) {
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pre_instanced_playback = p_stream->instance_playback();
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}
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AudioServer::get_singleton()->lock();
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@ -623,7 +623,10 @@ void AudioStreamPlayer3D::_notification(int p_what) {
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void AudioStreamPlayer3D::set_stream(Ref<AudioStream> p_stream) {
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// Instancing audio streams can cause large memory allocations, do it prior to AudioServer::lock.
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Ref<AudioStreamPlayback> pre_instanced_playback = p_stream->instance_playback();
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Ref<AudioStreamPlayback> pre_instanced_playback;
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if (p_stream.is_valid()) {
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pre_instanced_playback = p_stream->instance_playback();
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}
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AudioServer::get_singleton()->lock();
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@ -168,7 +168,10 @@ void AudioStreamPlayer::_notification(int p_what) {
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void AudioStreamPlayer::set_stream(Ref<AudioStream> p_stream) {
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// Instancing audio streams can cause large memory allocations, do it prior to AudioServer::lock.
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Ref<AudioStreamPlayback> pre_instanced_playback = p_stream->instance_playback();
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Ref<AudioStreamPlayback> pre_instanced_playback;
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if (p_stream.is_valid()) {
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pre_instanced_playback = p_stream->instance_playback();
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}
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AudioServer::get_singleton()->lock();
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