- Fix memory leak in DMA sound after S_Shutdown()

- Make codec load use temp hunk memory instead of zone mem
- Fix sound issues with direct sound and game_restart (#4526)
This commit is contained in:
Thilo Schulz 2011-06-17 23:29:19 +00:00
parent f921cddc2b
commit a5f31084d4
10 changed files with 34 additions and 23 deletions

View File

@ -1776,10 +1776,10 @@ CL_Snd_Restart
Restart the sound subsystem
=================
*/
void CL_Snd_Restart(void)
void CL_Snd_Shutdown(void)
{
S_Shutdown();
S_Init();
cls.soundStarted = qfalse;
}
/*
@ -1793,7 +1793,8 @@ handles will be invalid
*/
void CL_Snd_Restart_f(void)
{
CL_Snd_Restart();
CL_Snd_Shutdown();
// sound will be reinitialized by vid_restart
CL_Vid_Restart_f();
}
@ -3350,7 +3351,7 @@ void CL_Shutdown( char *finalmsg ) {
CL_Disconnect( qtrue );
S_Shutdown();
CL_Snd_Shutdown();
CL_ShutdownRef();
CL_ShutdownUI();

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@ -450,7 +450,7 @@ void *S_OGG_CodecLoad(const char *filename, snd_info_t *info)
// allocate a buffer
// this buffer must be free-ed by the caller of this function
buffer = Z_Malloc(info->size);
buffer = Hunk_AllocateTempMemory(info->size);
if(!buffer)
{
S_OGG_CodecCloseStream(stream);
@ -464,7 +464,7 @@ void *S_OGG_CodecLoad(const char *filename, snd_info_t *info)
// we don't even have read a single byte
if(bytesRead <= 0)
{
Z_Free(buffer);
Hunk_FreeTempMemory(buffer);
S_OGG_CodecCloseStream(stream);
return NULL;

View File

@ -218,7 +218,7 @@ void *S_WAV_CodecLoad(const char *filename, snd_info_t *info)
}
// Allocate some memory
buffer = Z_Malloc(info->size);
buffer = Hunk_AllocateTempMemory(info->size);
if(!buffer)
{
FS_FCloseFile(file);

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@ -391,9 +391,8 @@ void S_Base_BeginRegistration( void ) {
if (s_numSfx == 0) {
SND_setup();
s_numSfx = 0;
Com_Memset( s_knownSfx, 0, sizeof( s_knownSfx ) );
Com_Memset(sfxHash, 0, sizeof(sfx_t *)*LOOP_HASH);
Com_Memset(s_knownSfx, '\0', sizeof(s_knownSfx));
Com_Memset(sfxHash, '\0', sizeof(sfx_t *) * LOOP_HASH);
S_Base_RegisterSound("sound/feedback/hit.wav", qfalse); // changed to a sound in baseq3
}
@ -1467,8 +1466,10 @@ void S_Base_Shutdown( void ) {
}
SNDDMA_Shutdown();
SND_shutdown();
s_soundStarted = 0;
s_numSfx = 0;
Cmd_RemoveCommand("s_info");
}

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@ -202,6 +202,7 @@ qboolean S_LoadSound( sfx_t *sfx );
void SND_free(sndBuffer *v);
sndBuffer* SND_malloc( void );
void SND_setup( void );
void SND_shutdown(void);
void S_PaintChannels(int endtime);

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@ -100,6 +100,12 @@ void SND_setup(void) {
Com_Printf("Sound memory manager started\n");
}
void SND_shutdown(void)
{
free(sfxScratchBuffer);
free(buffer);
}
/*
================
ResampleSfx
@ -255,7 +261,7 @@ qboolean S_LoadSound( sfx_t *sfx )
}
Hunk_FreeTempMemory(samples);
Z_Free(data);
Hunk_FreeTempMemory(data);
return qtrue;
}

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@ -148,7 +148,7 @@ static qboolean alBuffersInitialised = qfalse;
// Sound effect storage, data structures
#define MAX_SFX 4096
static alSfx_t knownSfx[MAX_SFX];
static int numSfx = 0;
static sfxHandle_t numSfx = 0;
static sfxHandle_t default_sfx;
@ -332,7 +332,7 @@ static void S_AL_BufferLoad(sfxHandle_t sfx, qboolean cache)
if (!cache)
{
// Don't create AL cache
Z_Free(data);
Hunk_FreeTempMemory(data);
return;
}
@ -344,7 +344,7 @@ static void S_AL_BufferLoad(sfxHandle_t sfx, qboolean cache)
if((error = qalGetError()) != AL_NO_ERROR)
{
S_AL_BufferUseDefault(sfx);
Z_Free(data);
Hunk_FreeTempMemory(data);
Com_Printf( S_COLOR_RED "ERROR: Can't create a sound buffer for %s - %s\n",
curSfx->filename, S_AL_ErrorMsg(error));
return;
@ -369,7 +369,7 @@ static void S_AL_BufferLoad(sfxHandle_t sfx, qboolean cache)
if( !S_AL_BufferEvict( ) )
{
S_AL_BufferUseDefault(sfx);
Z_Free(data);
Hunk_FreeTempMemory(data);
Com_Printf( S_COLOR_RED "ERROR: Out of memory loading %s\n", curSfx->filename);
return;
}
@ -383,7 +383,7 @@ static void S_AL_BufferLoad(sfxHandle_t sfx, qboolean cache)
if(error != AL_NO_ERROR)
{
S_AL_BufferUseDefault(sfx);
Z_Free(data);
Hunk_FreeTempMemory(data);
Com_Printf( S_COLOR_RED "ERROR: Can't fill sound buffer for %s - %s\n",
curSfx->filename, S_AL_ErrorMsg(error));
return;
@ -392,7 +392,7 @@ static void S_AL_BufferLoad(sfxHandle_t sfx, qboolean cache)
curSfx->info = info;
// Free the memory
Z_Free(data);
Hunk_FreeTempMemory(data);
// Woo!
curSfx->inMemory = qtrue;
@ -460,7 +460,7 @@ void S_AL_BufferShutdown( void )
S_AL_BufferUnload(i);
// Clear the tables
memset(knownSfx, 0, sizeof(knownSfx));
numSfx = 0;
// All undone
alBuffersInitialised = qfalse;
@ -2205,6 +2205,8 @@ S_AL_BeginRegistration
static
void S_AL_BeginRegistration( void )
{
if(!numSfx)
S_AL_BufferInit();
}
/*

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@ -85,7 +85,7 @@ void CL_FlushMemory( void ) {
void CL_StartHunkUsers( qboolean rendererOnly ) {
}
void CL_Snd_Restart(void)
void CL_Snd_Shutdown(void)
{
}

View File

@ -2408,10 +2408,10 @@ void Com_GameRestart(int checksumFeed, qboolean clientRestart)
// Clean out any user and VM created cvars
Cvar_Restart(qtrue);
Com_ExecuteCfg();
// Restart sound subsystem so old handles are flushed
CL_Snd_Restart();
// shut down sound system before restart
CL_Snd_Shutdown();
if(clientRestart)
CL_StartHunkUsers(qfalse);

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@ -996,7 +996,7 @@ void CL_FlushMemory( void );
void CL_StartHunkUsers( qboolean rendererOnly );
// start all the client stuff using the hunk
void CL_Snd_Restart(void);
void CL_Snd_Shutdown(void);
// Restart sound subsystem
void Key_KeynameCompletion( void(*callback)(const char *s) );