Program: 86805
Project: 86805
Buggy source:
public static void playSound(NetSound sound,float x,float y){
  SoundType type=SoundType.fromNet(sound.type);
switch (type) {
case EMPTY_FIRE:
    playFreeSound(emptyFireSnd,x,y);
  break;
case THOMPSON_FIRE:
playFreeSound(thompsonFire,x,y);
break;
case THOMPSON_RELOAD:
playFreeSound(thompsonReload,x,y);
break;
case EXPLOSION:
playFreeSound(explodeSnd,x,y);
break;
case RPG_FIRE:
playFreeSound(rocketFire,x,y);
break;
case GRENADE_PINPULLED:
playFreeSound(grenadePinPulled,x,y);
break;
case GRENADE_THROW:
playFreeSound(grenadeThrow,x,y);
break;
case SHOTGUN_FIRE:
playFreeSound(shotgunFire,x,y);
break;
case SHOTGUN_RELOAD:
playFreeSound(shotgunReload,x,y);
break;
case SHOTGUN_PUMP:
playFreeSound(shotgunPump,x,y);
break;
case SPRINGFIELD_FIRE:
playFreeSound(springfieldFire,x,y);
break;
case SPRINGFIELD_RECHAMBER:
playFreeSound(springfieldRechamber,x,y);
break;
case SPRINGFIELD_RELOAD:
playFreeSound(springfieldReload,x,y);
break;
case RISKER_FIRE:
playFreeSound(riskerFire,x,y);
break;
case RISKER_RECHAMBER:
playFreeSound(riskerRechamber,x,y);
break;
case RISKER_RELOAD:
playFreeSound(riskerReload,x,y);
break;
case M1_GARAND_FIRE:
playFreeSound(m1Fire,x,y);
break;
case M1_GARAND_LAST_FIRE:
playFreeSound(m1FireLast,x,y);
break;
case M1_GARAND_RELOAD:
playFreeSound(m1Reload,x,y);
break;
case KAR98_FIRE:
playFreeSound(kar98Fire,x,y);
break;
case KAR98_RECHAMBER:
playFreeSound(kar98Rechamber,x,y);
break;
case KAR98_RELOAD:
playFreeSound(kar98Reload,x,y);
break;
case MP44_FIRE:
playFreeSound(mp44Fire,x,y);
break;
case MP44_RELOAD:
playFreeSound(mp44Reload,x,y);
break;
case MP40_FIRE:
playFreeSound(mp40Fire,x,y);
break;
case MP40_RELOAD:
playFreeSound(mp40Reload,x,y);
break;
case SURFACE_GRASS:
playFreeSound(grassWalk,x,y);
break;
case SURFACE_METAL:
playFreeSound(metalWalk,x,y);
break;
case SURFACE_NORMAL:
playFreeSound(normalWalk,x,y);
break;
case SURFACE_WATER:
playFreeSound(waterWalk,x,y);
break;
case SURFACE_WOOD:
playFreeSound(woodWalk,x,y);
break;
case SURFACE_DIRT:
playFreeSound(dirtWalk,x,y);
break;
case SURFACE_SAND:
playFreeSound(dirtWalk,x,y);
break;
case WEAPON_SWITCH:
playFreeSound(weaponSwitch,x,y);
break;
case RUFFLE:
playFreeSound(ruffle,x,y);
break;
case BOMB_TICK:
playFreeSound(bombTick,x,y);
break;
case BOMB_PLANT:
playFreeSound(bombPlant,x,y);
break;
case BOMB_DISARM:
playFreeSound(bombDisarm,x,y);
break;
case WEAPON_DROPPED:
playFreeSound(weaponDrop,x,y);
break;
case WEAPON_PICKUP:
playFreeSound(weaponPickupSnd,x,y);
break;
case AMMO_PICKUP:
playFreeSound(ammoPickupSnd,x,y);
break;
case MELEE_SWING:
playFreeSound(meleeSwing,x,y);
break;
case MELEE_HIT:
playFreeSound(meleeHit,x,y);
break;
case PISTOL_FIRE:
playFreeSound(pistolFire,x,y);
break;
case PISTOL_RELOAD:
playFreeSound(pistolReload,x,y);
break;
case UI_ELEMENT_HOVER:
playFreeSound(uiHover,x,y);
break;
case UI_ELEMENT_SELECT:
playFreeSound(uiSelect,x,y);
break;
case UI_NAVIGATE:
playFreeSound(uiNavigate,x,y);
break;
case UI_KEY_TYPE:
playFreeSound(uiKeyType,x,y);
break;
case IMPACT_METAL:
playFreeSound(impactMetal,x,y);
break;
case IMPACT_DEFAULT:
playFreeSound(impactDefault,x,y);
break;
case IMPACT_FOLIAGE:
playFreeSound(impactFoliage,x,y);
break;
case IMPACT_WOOD:
playFreeSound(impactWood,x,y);
break;
case TANK_MOVE1:
playFreeSound(mechForwardFootstep,x,y);
break;
case TANK_MOVE2:
playFreeSound(mechRetractFootstep,x,y);
break;
case TANK_TURRET_MOVE:
playFreeSound(mechTorsoMove,x,y);
break;
case BREATH_HEAVY:
playFreeSound(breadthHeavy,x,y);
break;
case BREATH_LITE:
playFreeSound(breadthLite,x,y);
break;
case MUTE:
default :
break;
}
}

Fixed version (ground truth):
public static void playSound(NetSound sound,float x,float y){
  SoundType type=SoundType.fromNet(sound.type);
switch (type) {
case EMPTY_FIRE:
    playFreeSound(emptyFireSnd,x,y);
  break;
case THOMPSON_FIRE:
playFreeSound(thompsonFire,x,y);
break;
case THOMPSON_RELOAD:
playFreeSound(thompsonReload,x,y);
break;
case EXPLOSION:
playFreeSound(explodeSnd,x,y);
break;
case RPG_FIRE:
playFreeSound(rocketFire,x,y);
break;
case GRENADE_PINPULLED:
playFreeSound(grenadePinPulled,x,y);
break;
case GRENADE_THROW:
playFreeSound(grenadeThrow,x,y);
break;
case SHOTGUN_FIRE:
playFreeSound(shotgunFire,x,y);
break;
case SHOTGUN_RELOAD:
playFreeSound(shotgunReload,x,y);
break;
case SHOTGUN_PUMP:
playFreeSound(shotgunPump,x,y);
break;
case SPRINGFIELD_FIRE:
playFreeSound(springfieldFire,x,y);
break;
case SPRINGFIELD_RECHAMBER:
playFreeSound(springfieldRechamber,x,y);
break;
case SPRINGFIELD_RELOAD:
playFreeSound(springfieldReload,x,y);
break;
case RISKER_FIRE:
playFreeSound(riskerFire,x,y);
break;
case RISKER_RECHAMBER:
playFreeSound(riskerRechamber,x,y);
break;
case RISKER_RELOAD:
playFreeSound(riskerReload,x,y);
break;
case M1_GARAND_FIRE:
playFreeSound(m1Fire,x,y);
break;
case M1_GARAND_LAST_FIRE:
playFreeSound(m1FireLast,x,y);
break;
case M1_GARAND_RELOAD:
playFreeSound(m1Reload,x,y);
break;
case KAR98_FIRE:
playFreeSound(kar98Fire,x,y);
break;
case KAR98_RECHAMBER:
playFreeSound(kar98Rechamber,x,y);
break;
case KAR98_RELOAD:
playFreeSound(kar98Reload,x,y);
break;
case MP44_FIRE:
playFreeSound(mp44Fire,x,y);
break;
case MP44_RELOAD:
playFreeSound(mp44Reload,x,y);
break;
case MP40_FIRE:
playFreeSound(mp40Fire,x,y);
break;
case MP40_RELOAD:
playFreeSound(mp40Reload,x,y);
break;
case SURFACE_GRASS:
playFreeSound(grassWalk,x,y);
break;
case SURFACE_METAL:
playFreeSound(metalWalk,x,y);
break;
case SURFACE_NORMAL:
playFreeSound(normalWalk,x,y);
break;
case SURFACE_WATER:
playFreeSound(waterWalk,x,y);
break;
case SURFACE_WOOD:
playFreeSound(woodWalk,x,y);
break;
case SURFACE_DIRT:
playFreeSound(dirtWalk,x,y);
break;
case SURFACE_SAND:
playFreeSound(dirtWalk,x,y);
break;
case WEAPON_SWITCH:
playFreeSound(weaponSwitch,x,y);
break;
case RUFFLE:
playFreeSound(ruffle,x,y);
break;
case BOMB_TICK:
playFreeSound(bombTick,x,y);
break;
case BOMB_PLANT:
playFreeSound(bombPlant,x,y);
break;
case BOMB_DISARM:
playFreeSound(bombDisarm,x,y);
break;
case WEAPON_DROPPED:
playFreeSound(weaponDrop,x,y);
break;
case WEAPON_PICKUP:
playFreeSound(weaponPickupSnd,x,y);
break;
case AMMO_PICKUP:
playFreeSound(ammoPickupSnd,x,y);
break;
case MELEE_SWING:
playFreeSound(meleeSwing,x,y);
break;
case MELEE_HIT:
playFreeSound(meleeHit,x,y);
break;
case PISTOL_FIRE:
playFreeSound(pistolFire,x,y);
break;
case PISTOL_RELOAD:
playFreeSound(pistolReload,x,y);
break;
case UI_ELEMENT_HOVER:
playFreeSound(uiHover,x,y);
break;
case UI_ELEMENT_SELECT:
playFreeSound(uiSelect,x,y);
break;
case UI_NAVIGATE:
playFreeSound(uiNavigate,x,y);
break;
case UI_KEY_TYPE:
playFreeSound(uiKeyType,x,y);
break;
case IMPACT_METAL:
playFreeSound(impactMetal,x,y);
break;
case IMPACT_DEFAULT:
playFreeSound(impactDefault,x,y);
break;
case IMPACT_FOLIAGE:
playFreeSound(impactFoliage,x,y);
break;
case IMPACT_WOOD:
playFreeSound(impactWood,x,y);
break;
case TANK_START_MOVE:
playFreeSound(tankStart,x,y);
break;
case TANK_MOVE1:
playFreeSound(tankMove,x,y);
break;
case TANK_MOVE2:
playFreeSound(mechRetractFootstep,x,y);
break;
case TANK_TURRET_MOVE:
playFreeSound(mechTorsoMove,x,y);
break;
case BREATH_HEAVY:
playFreeSound(breadthHeavy,x,y);
break;
case BREATH_LITE:
playFreeSound(breadthLite,x,y);
break;
case MUTE:
default :
break;
}
}