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only print warnings for excessive sound loads with /developer 1
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2 changed files with 14 additions and 7 deletions
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@ -70,8 +70,6 @@ chg: r_showtris/r_shownormals <bitmask> (default: 0) draws wireframe triangles/v
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chg: r_lightmap 1 now handles most alpha-tested surfaces
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chg: printing warnings when there are excessive sound loads from disk during gameplay
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chg: com_soundMegs now defaults to 16
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chg: all rendering backends use depth clipping, near clip plane distance is 1 instead of 4
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@ -200,13 +200,17 @@ static void S_memoryLoad( sfx_t* sfx )
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{
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// Unfortunately, sound and image loads during gameplay are perfectly valid.
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// Mod code really should pre-load as much as it can during CGAME_INIT.
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// Even though correct sound playback behavior is given the priority here,
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// it's important to let the user know his config might need a tweak.
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if ( cls.state == CA_ACTIVE ) {
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// Some stuff can't really be pre-loaded, such as when loading a new player model.
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if ( cls.state == CA_ACTIVE && com_developer && com_developer->integer ) {
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enum { SoundBufferSize = 16 };
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static sfx_t* sounds[SoundBufferSize];
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static int soundIndex = 0;
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static int64_t lastLoadTime = -9000;
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static int64_t lastMsgTime = -9000;
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static int loadCount = 1;
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sounds[soundIndex++] = sfx;
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const int64_t currTime = Sys_Milliseconds();
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if ( currTime < lastLoadTime + 1000 )
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++loadCount;
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@ -214,8 +218,13 @@ static void S_memoryLoad( sfx_t* sfx )
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loadCount = 1;
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lastLoadTime = currTime;
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if ( loadCount > 1 && currTime >= lastMsgTime + 1000 ) {
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Com_Printf( "^3WARNING^7: Excessive sound loads. Increase " S_COLOR_CVAR "com_soundMegs ^7if performance drops.\n" );
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if ( loadCount > 2 && currTime >= lastMsgTime + 1000 ) {
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Com_Printf( "^3WARNING: excessive sound loads\n" );
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for ( int i = 0; i < SoundBufferSize; ++i ) {
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sfx_t* const sound = sounds[ ( soundIndex + i ) % SoundBufferSize ];
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if ( sound != NULL )
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Com_Printf( "^3- %s\n", sound->soundName );
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}
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lastMsgTime = currTime;
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loadCount = 1;
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}
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