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Engine: Fix a bug where sounds groups are not initialized properly.
This is happening due to the hierarchy not being constructed properly.
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@@ -4217,7 +4217,7 @@ MA_API ma_result ma_async_notification_event_signal(ma_async_notification_event*
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#define MA_JOB_ID_NONE ~((ma_uint64)0)
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#define MA_JOB_SLOT_NONE ~((ma_uint16)0)
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#define MA_JOB_SLOT_NONE (ma_uint16)(~0)
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static MA_INLINE ma_uint32 ma_job_extract_refcount(ma_uint64 toc)
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{
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@@ -8405,6 +8405,8 @@ static void ma_engine_mix_sound_internal(ma_engine* pEngine, ma_sound_group* pGr
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ma_result result = MA_SUCCESS;
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ma_uint64 framesProcessed;
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(void)pEngine; /* Unused at the moment. */
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/* Don't do anything if we're not playing. */
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if (pSound->isPlaying == MA_FALSE) {
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return;
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@@ -9562,7 +9564,7 @@ static ma_result ma_sound_group_attach(ma_sound_group* pGroup, ma_sound_group* p
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pOldFirstChild->pPrevSibling = pNewFirstChild;
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}
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pGroup->pFirstChild = pNewFirstChild;
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pParentGroup->pFirstChild = pNewFirstChild;
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return MA_SUCCESS;
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}
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