Add nullptr check to corrupt sound protection, thanks to Rye for this and the AO crash fix
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@ -4878,7 +4878,7 @@ void process_sound_trigger(LLMessageSystem *msg, void **)
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msg->getUUIDFast(_PREHASH_SoundData, _PREHASH_ObjectID, object_id);
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// <FS:ND> Protect against corrupted sounds
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if( gAudiop->isCorruptSound( sound_id ) )
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if (gAudiop && gAudiop->isCorruptSound(sound_id))
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return;
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// </FS:ND>
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