Fix another issue I didn't know about: cgame does not kill sound loops it startet, just stops sending the entity information for these loops. Changed it so that loops added with AddLoopingsound() are being killed again as soon as the entity to the source is not sent anymore.

This commit is contained in:
Thilo Schulz 2009-10-26 05:02:18 +00:00
parent 5004ada284
commit 0adae90465

View file

@ -503,6 +503,7 @@ typedef struct src_s
float lastTimePos; // On stopped loops, the last position in the buffer
int lastSampleTime; // Time when this was stopped
vec3_t loopSpeakerPos; // Origin of the loop speaker
qboolean local; // Is this local (relative to the cam)
} src_t;
@ -581,8 +582,6 @@ static void S_AL_ScaleGain(src_t *chksrc, vec3_t origin)
if(chksrc->scaleGain != scaleFactor);
{
chksrc->scaleGain = scaleFactor;
// if(scaleFactor > 0.0f)
// Com_Printf("%f\n", scaleFactor);
qalSourcef(chksrc->alSource, AL_GAIN, chksrc->scaleGain);
}
}
@ -1134,6 +1133,10 @@ static void S_AL_SrcLoop( alSrcPriority_t priority, sfxHandle_t sfx,
int src;
sentity_t *sent = &entityList[ entityNum ];
src_t *curSource;
vec3_t sorigin, svelocity;
if(S_AL_CheckInput(entityNum, sfx))
return;
// Do we need to allocate a new source for this entity
if( !sent->srcAllocated )
@ -1175,19 +1178,35 @@ static void S_AL_SrcLoop( alSrcPriority_t priority, sfxHandle_t sfx,
{
curSource->local = qtrue;
qalSourcefv( curSource->alSource, AL_POSITION, vec3_origin );
qalSourcefv( curSource->alSource, AL_VELOCITY, vec3_origin );
VectorClear(sorigin);
qalSourcefv(curSource->alSource, AL_POSITION, sorigin);
qalSourcefv(curSource->alSource, AL_VELOCITY, sorigin);
}
else
{
curSource->local = qfalse;
qalSourcefv( curSource->alSource, AL_POSITION, (ALfloat *)sent->origin );
qalSourcefv( curSource->alSource, AL_VELOCITY, (ALfloat *)velocity );
if(origin)
VectorCopy(origin, sorigin);
else
VectorCopy(sent->origin, sorigin);
S_AL_SanitiseVector(sorigin);
VectorCopy(sorigin, curSource->loopSpeakerPos);
if(velocity)
{
VectorCopy(velocity, svelocity);
S_AL_SanitiseVector(svelocity);
}
else
VectorClear(svelocity);
S_AL_ScaleGain(curSource, sent->origin);
qalSourcefv( curSource->alSource, AL_POSITION, (ALfloat *)sorigin );
qalSourcefv( curSource->alSource, AL_VELOCITY, (ALfloat *)velocity );
}
}
/*
@ -1195,20 +1214,9 @@ static void S_AL_SrcLoop( alSrcPriority_t priority, sfxHandle_t sfx,
S_AL_AddLoopingSound
=================
*/
static
void S_AL_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx )
static void S_AL_AddLoopingSound(int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx)
{
vec3_t sanOrigin, sanVelocity;
if(S_AL_CheckInput(entityNum, sfx))
return;
VectorCopy( origin, sanOrigin );
VectorCopy( velocity, sanVelocity );
S_AL_SanitiseVector( sanOrigin );
S_AL_SanitiseVector( sanVelocity );
S_AL_SrcLoop(SRCPRI_ENTITY, sfx, sanOrigin, sanVelocity, entityNum);
S_AL_SrcLoop(SRCPRI_ENTITY, sfx, origin, velocity, entityNum);
}
/*
@ -1216,27 +1224,9 @@ void S_AL_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velo
S_AL_AddRealLoopingSound
=================
*/
static
void S_AL_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx )
static void S_AL_AddRealLoopingSound(int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx)
{
vec3_t sanOrigin, sanVelocity;
if(S_AL_CheckInput(entityNum, sfx))
return;
VectorCopy( origin, sanOrigin );
VectorCopy( velocity, sanVelocity );
S_AL_SanitiseVector( sanOrigin );
S_AL_SanitiseVector( sanVelocity );
// There are certain maps (*cough* Q3:TA mpterra*) that have large quantities
// of ET_SPEAKERS in the PVS at any given time. OpenAL can't cope with mixing
// large numbers of sounds, so this culls them by distance
if( DistanceSquared( sanOrigin, lastListenerOrigin ) > (s_alMaxDistance->value + s_alGraceDistance->value) *
(s_alMaxDistance->value + s_alGraceDistance->value) )
return;
S_AL_SrcLoop(SRCPRI_AMBIENT, sfx, sanOrigin, sanVelocity, entityNum);
S_AL_SrcLoop(SRCPRI_AMBIENT, sfx, origin, velocity, entityNum);
}
/*
@ -1289,9 +1279,11 @@ void S_AL_SrcUpdate( void )
{
sentity_t *sent = &entityList[ entityNum ];
// If a looping effect hasn't been touched this frame, pause it
// If a looping effect hasn't been touched this frame, pause or kill it
if(sent->loopAddedThisFrame)
{
alSfx_t *curSfx;
// The sound has changed without an intervening removal
if(curSource->isActive && !sent->startLoopingSound &&
curSource->sfx != sent->loopSfx)
@ -1315,10 +1307,32 @@ void S_AL_SrcUpdate( void )
sent->startLoopingSound = qfalse;
}
curSfx = &knownSfx[curSource->sfx];
S_AL_ScaleGain(curSource, curSource->loopSpeakerPos);
if(!curSource->scaleGain)
{
if(curSource->isPlaying)
{
// Sound is mute, stop playback until we are in range again
S_AL_NewLoopMaster(curSource, qfalse);
qalSourceStop(curSource->alSource);
curSource->isPlaying = qfalse;
}
else if(!curSfx->loopActiveCnt && curSfx->masterLoopSrc < 0)
{
// There are no loops yet, make this one master
curSource->lastTimePos = 0;
curSource->lastSampleTime = Sys_Milliseconds();
curSfx->masterLoopSrc = i;
}
continue;
}
if(!curSource->isPlaying)
{
alSfx_t *curSfx = &knownSfx[curSource->sfx];
// If there are other looping sources with the same sound,
// make sure the sound of these sources are in sync.
@ -1339,7 +1353,7 @@ void S_AL_SrcUpdate( void )
// to calculate offset so the player thinks the sources continued playing while they were inaudible.
secofs = master->lastTimePos + (Sys_Milliseconds() - master->lastSampleTime) / 1000.0f;
secofs = fmodf(secofs, curSfx->info.samples / curSfx->info.rate);
secofs = fmodf(secofs, (float) curSfx->info.samples / curSfx->info.rate);
qalSourcef(curSource->alSource, AL_SEC_OFFSET, secofs);
@ -1369,12 +1383,17 @@ void S_AL_SrcUpdate( void )
}
}
else if(curSource->isPlaying)
else if(curSource->priority == SRCPRI_AMBIENT)
{
if(curSource->isPlaying)
{
S_AL_NewLoopMaster(curSource, qfalse);
qalSourceStop(curSource->alSource);
curSource->isPlaying = qfalse;
}
}
else
S_AL_SrcKill(i);
continue;
}