Program: 86714
Project: 86714
Buggy source:
public static Sound playSound(SoundType type,float x,float y){
  Sound sound=null;
switch (type) {
case EMPTY_FIRE:
    sound=playFreeSound(emptyFireSnd,x,y);
  break;
case THOMPSON_FIRE:
sound=playFreeSound(thompsonFire,x,y);
break;
case THOMPSON_RELOAD:
sound=playFreeSound(thompsonReload,x,y);
break;
case EXPLOSION:
sound=playFreeSound(explodeSnd,x,y);
break;
case RPG_FIRE:
sound=playFreeSound(rocketFire,x,y);
break;
case GRENADE_PINPULLED:
sound=playFreeSound(grenadePinPulled,x,y);
break;
case GRENADE_THROW:
sound=playFreeSound(grenadeThrow,x,y);
break;
case SHOTGUN_FIRE:
sound=playFreeSound(shotgunFire,x,y);
break;
case SHOTGUN_RELOAD:
sound=playFreeSound(shotgunReload,x,y);
break;
case SHOTGUN_PUMP:
sound=playFreeSound(shotgunPump,x,y);
break;
case SPRINGFIELD_FIRE:
sound=playFreeSound(springfieldFire,x,y);
break;
case SPRINGFIELD_RECHAMBER:
sound=playFreeSound(springfieldRechamber,x,y);
break;
case SPRINGFIELD_RELOAD:
sound=playFreeSound(springfieldReload,x,y);
break;
case RISKER_FIRE:
sound=playFreeSound(riskerFire,x,y);
break;
case RISKER_RECHAMBER:
sound=playFreeSound(riskerRechamber,x,y);
break;
case RISKER_RELOAD:
sound=playFreeSound(riskerReload,x,y);
break;
case M1_GARAND_FIRE:
sound=playFreeSound(m1Fire,x,y);
break;
case M1_GARAND_LAST_FIRE:
sound=playFreeSound(m1FireLast,x,y);
break;
case M1_GARAND_RELOAD:
sound=playFreeSound(m1Reload,x,y);
break;
case KAR98_FIRE:
sound=playFreeSound(kar98Fire,x,y);
break;
case KAR98_RECHAMBER:
sound=playFreeSound(kar98Rechamber,x,y);
break;
case KAR98_RELOAD:
sound=playFreeSound(kar98Reload,x,y);
break;
case MP44_FIRE:
sound=playFreeSound(mp44Fire,x,y);
break;
case MP44_RELOAD:
sound=playFreeSound(mp44Reload,x,y);
break;
case MP40_FIRE:
sound=playFreeSound(mp40Fire,x,y);
break;
case MP40_RELOAD:
sound=playFreeSound(mp40Reload,x,y);
break;
case SURFACE_GRASS:
sound=playFreeSound(grassWalk,x,y);
break;
case SURFACE_METAL:
sound=playFreeSound(metalWalk,x,y);
break;
case SURFACE_NORMAL:
sound=playFreeSound(normalWalk,x,y);
break;
case SURFACE_WATER:
sound=playFreeSound(waterWalk,x,y);
break;
case SURFACE_WOOD:
sound=playFreeSound(woodWalk,x,y);
break;
case SURFACE_DIRT:
sound=playFreeSound(dirtWalk,x,y);
break;
case SURFACE_SAND:
sound=playFreeSound(dirtWalk,x,y);
break;
case WEAPON_SWITCH:
sound=playFreeSound(weaponSwitch,x,y);
break;
case RUFFLE:
sound=playFreeSound(ruffle,x,y);
break;
case BOMB_TICK:
sound=playFreeSound(bombTick,x,y);
break;
case BOMB_PLANT:
sound=playFreeSound(bombPlant,x,y);
break;
case BOMB_DISARM:
sound=playFreeSound(bombDisarm,x,y);
break;
case WEAPON_DROPPED:
sound=playFreeSound(weaponDrop,x,y);
break;
case WEAPON_PICKUP:
sound=playFreeSound(weaponPickupSnd,x,y);
break;
case AMMO_PICKUP:
sound=playFreeSound(ammoPickupSnd,x,y);
break;
case MELEE_SWING:
sound=playFreeSound(meleeSwing,x,y);
break;
case MELEE_HIT:
sound=playFreeSound(meleeHit,x,y);
break;
case PISTOL_FIRE:
sound=playFreeSound(pistolFire,x,y);
break;
case PISTOL_RELOAD:
sound=playFreeSound(pistolReload,x,y);
break;
case UI_ELEMENT_HOVER:
sound=playFreeSound(uiHover,x,y);
break;
case UI_ELEMENT_SELECT:
sound=playFreeSound(uiSelect,x,y);
break;
case UI_NAVIGATE:
sound=playFreeSound(uiNavigate,x,y);
break;
case UI_KEY_TYPE:
sound=playFreeSound(uiKeyType,x,y);
break;
case IMPACT_METAL:
sound=playFreeSound(impactMetal,x,y);
break;
case IMPACT_DEFAULT:
sound=playFreeSound(impactDefault,x,y);
break;
case IMPACT_FOLIAGE:
sound=playFreeSound(impactFoliage,x,y);
break;
case IMPACT_WOOD:
sound=playFreeSound(impactWood,x,y);
break;
case TANK_ON:
sound=playFreeSound(tankOn,x,y);
break;
case TANK_OFF:
sound=playFreeSound(tankOff,x,y);
break;
case TANK_REV_UP:
sound=playFreeSound(tankRevUp,x,y);
break;
case TANK_REV_DOWN:
sound=playFreeSound(tankRevDown,x,y);
break;
case TANK_IDLE:
sound=playFreeSound(tankIdle,x,y);
break;
case TANK_SHIFT:
sound=playFreeSound(tankShift,x,y);
break;
case TANK_TURRET_MOVE:
sound=playFreeSound(tankTurret,x,y);
break;
case TANK_MOVE:
sound=playFreeSound(tankMove,x,y);
break;
case BREATH_HEAVY:
sound=playFreeSound(breadthHeavy,x,y);
break;
case BREATH_LITE:
sound=playFreeSound(breadthLite,x,y);
break;
case HEALTH_PACK_PICKUP:
sound=playFreeSound(healthPackPickup,x,y);
break;
case MUTE:
default :
break;
}
return sound;
}

Fixed version (ground truth):
public static Sound playSound(SoundType type,float x,float y){
  Sound sound=null;
  float footStepDamp=0.35f;
switch (type) {
case EMPTY_FIRE:
    sound=playFreeSound(emptyFireSnd,x,y);
  break;
case THOMPSON_FIRE:
sound=playFreeSound(thompsonFire,x,y);
break;
case THOMPSON_RELOAD:
sound=playFreeSound(thompsonReload,x,y);
break;
case EXPLOSION:
sound=playFreeSound(explodeSnd,x,y);
break;
case RPG_FIRE:
sound=playFreeSound(rocketFire,x,y);
break;
case GRENADE_PINPULLED:
sound=playFreeSound(grenadePinPulled,x,y);
break;
case GRENADE_THROW:
sound=playFreeSound(grenadeThrow,x,y);
break;
case SHOTGUN_FIRE:
sound=playFreeSound(shotgunFire,x,y);
break;
case SHOTGUN_RELOAD:
sound=playFreeSound(shotgunReload,x,y);
break;
case SHOTGUN_PUMP:
sound=playFreeSound(shotgunPump,x,y);
break;
case SPRINGFIELD_FIRE:
sound=playFreeSound(springfieldFire,x,y);
break;
case SPRINGFIELD_RECHAMBER:
sound=playFreeSound(springfieldRechamber,x,y);
break;
case SPRINGFIELD_RELOAD:
sound=playFreeSound(springfieldReload,x,y);
break;
case RISKER_FIRE:
sound=playFreeSound(riskerFire,x,y);
break;
case RISKER_RECHAMBER:
sound=playFreeSound(riskerRechamber,x,y);
break;
case RISKER_RELOAD:
sound=playFreeSound(riskerReload,x,y);
break;
case M1_GARAND_FIRE:
sound=playFreeSound(m1Fire,x,y);
break;
case M1_GARAND_LAST_FIRE:
sound=playFreeSound(m1FireLast,x,y);
break;
case M1_GARAND_RELOAD:
sound=playFreeSound(m1Reload,x,y);
break;
case KAR98_FIRE:
sound=playFreeSound(kar98Fire,x,y);
break;
case KAR98_RECHAMBER:
sound=playFreeSound(kar98Rechamber,x,y);
break;
case KAR98_RELOAD:
sound=playFreeSound(kar98Reload,x,y);
break;
case MP44_FIRE:
sound=playFreeSound(mp44Fire,x,y);
break;
case MP44_RELOAD:
sound=playFreeSound(mp44Reload,x,y);
break;
case MP40_FIRE:
sound=playFreeSound(mp40Fire,x,y);
break;
case MP40_RELOAD:
sound=playFreeSound(mp40Reload,x,y);
break;
case SURFACE_GRASS:
sound=playFreeSound(grassWalk,x,y,footStepDamp);
break;
case SURFACE_METAL:
sound=playFreeSound(metalWalk,x,y,footStepDamp);
break;
case SURFACE_NORMAL:
sound=playFreeSound(normalWalk,x,y,footStepDamp);
break;
case SURFACE_WATER:
sound=playFreeSound(waterWalk,x,y,footStepDamp);
break;
case SURFACE_WOOD:
sound=playFreeSound(woodWalk,x,y,footStepDamp);
break;
case SURFACE_DIRT:
sound=playFreeSound(dirtWalk,x,y,footStepDamp);
break;
case SURFACE_SAND:
sound=playFreeSound(dirtWalk,x,y,footStepDamp);
break;
case WEAPON_SWITCH:
sound=playFreeSound(weaponSwitch,x,y);
break;
case RUFFLE:
sound=playFreeSound(ruffle,x,y);
break;
case BOMB_TICK:
sound=playFreeSound(bombTick,x,y);
break;
case BOMB_PLANT:
sound=playFreeSound(bombPlant,x,y);
break;
case BOMB_DISARM:
sound=playFreeSound(bombDisarm,x,y);
break;
case WEAPON_DROPPED:
sound=playFreeSound(weaponDrop,x,y);
break;
case WEAPON_PICKUP:
sound=playFreeSound(weaponPickupSnd,x,y);
break;
case AMMO_PICKUP:
sound=playFreeSound(ammoPickupSnd,x,y);
break;
case MELEE_SWING:
sound=playFreeSound(meleeSwing,x,y);
break;
case MELEE_HIT:
sound=playFreeSound(meleeHit,x,y);
break;
case PISTOL_FIRE:
sound=playFreeSound(pistolFire,x,y);
break;
case PISTOL_RELOAD:
sound=playFreeSound(pistolReload,x,y);
break;
case UI_ELEMENT_HOVER:
sound=playFreeSound(uiHover,x,y);
break;
case UI_ELEMENT_SELECT:
sound=playFreeSound(uiSelect,x,y);
break;
case UI_NAVIGATE:
sound=playFreeSound(uiNavigate,x,y);
break;
case UI_KEY_TYPE:
sound=playFreeSound(uiKeyType,x,y);
break;
case IMPACT_METAL:
sound=playFreeSound(impactMetal,x,y);
break;
case IMPACT_DEFAULT:
sound=playFreeSound(impactDefault,x,y);
break;
case IMPACT_FOLIAGE:
sound=playFreeSound(impactFoliage,x,y);
break;
case IMPACT_WOOD:
sound=playFreeSound(impactWood,x,y);
break;
case TANK_ON:
sound=playFreeSound(tankOn,x,y);
break;
case TANK_OFF:
sound=playFreeSound(tankOff,x,y);
break;
case TANK_REV_UP:
sound=playFreeSound(tankRevUp,x,y);
break;
case TANK_REV_DOWN:
sound=playFreeSound(tankRevDown,x,y);
break;
case TANK_IDLE:
sound=playFreeSound(tankIdle,x,y);
break;
case TANK_SHIFT:
sound=playFreeSound(tankShift,x,y);
break;
case TANK_TURRET_MOVE:
sound=playFreeSound(tankTurret,x,y);
break;
case TANK_MOVE:
sound=playFreeSound(tankMove,x,y);
break;
case BREATH_HEAVY:
sound=playFreeSound(breadthHeavy,x,y);
break;
case BREATH_LITE:
sound=playFreeSound(breadthLite,x,y);
break;
case HEALTH_PACK_PICKUP:
sound=playFreeSound(healthPackPickup,x,y);
break;
case ENEMY_FLAG_CAPTURED:
sound=playFreeSound(enemyFlagCaptured,x,y);
break;
case ENEMY_FLAG_STOLEN:
sound=playFreeSound(enemyFlagStolen,x,y);
break;
case FLAG_CAPTURED:
sound=playFreeSound(flagCaptured,x,y);
break;
case FLAG_RETURNED:
sound=playFreeSound(flagReturned,x,y);
break;
case FLAG_STOLEN:
sound=playFreeSound(flagStolen,x,y);
break;
case MUTE:
default :
break;
}
return sound;
}